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Platformer controls: how many buttons?

08-15-2012, 10:22 AM
Joined: May 2009
Posts: 279
Platformer controls: how many buttons?

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?
08-15-2012, 10:30 AM
Joined: May 2010
Posts: 9,380

Two for moving left and right, one for jumping, one for shooting.
08-15-2012, 10:38 AM
Joined: Aug 2012
Posts: 2,075
Switch weapon and shoot could be the same button. For example swipe the button to change weapon and tap to shoot.
08-15-2012, 10:53 AM
Joined: Jan 2012
Posts: 1,173
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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