Platformer controls: how many buttons?

Discussion in 'General Game Discussion and Questions' started by BrokenKings, Aug 15, 2012.

  1. BrokenKings

    BrokenKings Well-Known Member

    May 13, 2009
    I'm working on a platformer game and one of the issues we are running into is that there are a lot of actions we want the player to be able to do. We are constantly thinking of ways that we can simplify the controls, but since we have the character being able to equip and use different weapons, and aim them and jump, we are already tied to at least three buttons (jump, shoot, switch weapon) + a joystick (aim). This feels like a lot to me on a touch interface.

    What do you guys think? What is the ideal number of buttons to have on the screen?
  2. ninjackid

    ninjackid Well-Known Member

    May 27, 2010

    Two for moving left and right, one for jumping, one for shooting. :)
  3. Primoz

    Primoz Well-Known Member

    Aug 14, 2012
    Switch weapon and shoot could be the same button. For example swipe the button to change weapon and tap to shoot.
  4. GeekyDad

    GeekyDad Well-Known Member

    Jan 14, 2012
    Games Journalist
    Well, unless switching weapons is connected somehow to combos or keeping the action seamless, you could easily implement that by either making the player pause the game and switch weapons, or put an icon in one of the corners of the screen that allows the player to switch weapons. That would just leave you with the two action buttons on the main-game screen.

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