That’s a tough question. I think it will require some trial and error and user testing. It is hard to answer that just by imagining how it would feel if it was different.
(Let’s consider the keyboard for a moment, but the controller would be analogical.) Based on what buttons I was inclined to press, I would personally try getting rid of the separate 2-axis control of the scale position and incorporate it into the movement. Since there is a separate button for jumping already, I would maybe try:
- A - move left
- D - move right
- W - scale up (glide)
- S - scale down
- SPACE - Jump
And you’ll need one extra button, let’s say SHIFT for example, for raising the scale (as a shield) in the movement direction. So if you hold SHIFT + D, you are moving in the right direction with the scale in front of you. When you stop your movement and hold SHIFT alone, you hold the scale in front of you while stationary.
I’d try how this feels, and tweak the binding. But be aware, that this might affect the mechanics and/or level design as well. So there might be some other tweaks required.