Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I'm suggesting more flexible control options leading to accessibility. IMO competitive games need to have a way to customize their controls in many ways, including optimizing a play style/making it easier to preform actions that are difficult for no reason, ala Smash Attacks in Crusade.

Personally, I find either being able to tap 2 jump buttons or having a dedicated button to short-hop extremely useful for in-the-momentum combat. If Crusade were to add a dedicated short-hop button, they should definitely add a dedicated full-hop button as to not accidentally trigger a short-hop when intending for full-hops 100% of the time.

"Please add an option to make it more/less sensitive" was vague, sorry. I was referring specifically to the frame leniency to input smash attacks, which is rather short in crusade. I am aware you can adjust sensitivity of the analog controller for smash inputs themselves to be higher or lower.

On the universal jump squat? Yeah, it probably should be extended to 4 in the next smash game, not only to make it a little easier to short-hop normally but just because aerial combat is a little too prevalent in smash.

I'm not a game designer by any means but I do think I have an amateur grasp on it, and these would definitely be easy to implement and help some people out. Personally, I'm not a Melee guy, I like my buffered inputs. So, a game feeling as smooth as possible is a priority for me, though I have no clue on the design philosophy of the devs.

Thank you for coming to my TED Talk.