Be a hard working wobbly and work around town in various roles to earn cash to own properties and purchase/customise new clothes and vehicles. Explore Wobbly Island with your friends, discover fun locations filled with minigames and dynamic toys. (Tip: You might already know that there is a possibility of adding beta builds if you want me to test without potentially affecting other customers. Wobbly Life - Wobbly Life is a lively open world physics based sandbox. I'm on Central European Time = 10 PM at the moment. I'd be glad to help you test but it will have to wait until after work tomorrow. I know some games that simply run with XInput switched off though. This leads to the least amount of issues for the regular users who don't have more than 4 XInput devices. What most games do is have XInput enabled by default and add an option to their game to disable it in order to support more than 4 Xinput controllers. What concerns me in this case is that editing the gamecontrollerdb.txt file didn't have any effect so just switching XInput off will probably make the game not detect XBox360 controllers at all until it uses that file and the file is updated.
The gamecontrollerdb.txt file on github is updated with these entries and many more. I helped the dev of "Bob's Game" to get it to work by a combination of disabling XINPUT and adding entries for XBox360 controllers under DirectInput in the gamecontrollerdb.txt file. I don't think that would affect the results though. My own SDL file was based on SDL 2.05 and yours is SDL2.03. It didn't work though so simply switching: SDL_SetHint(SDL_HINT_XINPUT_ENABLED,"0") I tried disabling XInput myself by replacing SDL2.dll with my own compiled version of it with XInput off by editing the source.
Your game would probably support more than 4 controllers on Linux or Mac if it were compiled for those platforms. The issue I mention above is for windows.