@pillowcat i mean, people played Super Smash Flash 2 even before it officially supported analog joysticks. life finds a way
@pillowcat that's why i said *people played it*, the implication being that at least a subset of people found SSF2's controls to be sufficient even without analog support
also consider that a couple traditional fighters (see SF2 and Mortal Kombat) did okay on SNES, further note that Rivals of Aether does away with the finicky analog input required for tilts by putting light attacks on a different button, and i ultimately think it'd be a workable proposition
@typhlosion @pillowcat I think having d-pad be walk and double-tap be run/dash would be absolutely acceptable. Does anyone even do precise slow walking normally?
@typhlosion @pillowcat like the d-pad-only controls on wiimote always felt pretty good to me and at least for me analog sticks are worse and cause way more pain
@fluffy @typhlosion Huh, I'm the opposite.
Trying to double-tap always made me press things too hard and the d-pad would dig into my thumb.
@pillowcat @typhlosion I am definitely a fan of games allowing multiple control schemes to allow multiple play styles or afford accessibility to different physical limitations. Smash on the Wii was pretty crappy in general (IMO) but I will always sing the praise of the flexibility of the control schemes allowed.
@typhlosion Possibly, but I find analog input too intrinsic to the Smash experience to take it away. To me it's the main defining trait that makes Smash Bros what it is.
@pillowcat i didn't literally mean i wanted to make a smash clone. i just wanted to talk about platform fighters (like Smash, or Rivals of Aether, or other games in that broad genre - most of which design space is unexplored), but not everyone knows what that means so i tend to say "smash-style" to introduce the concept. taking as a given the fact that analog movement on SNES is untenable unless i invent my own controller, obviously there are going to be profound deviations
@typhlosion Oh, in that case, yeah, there's no real technical limitation, that design space was just unexplored until Smash.
@pillowcat (actually you could make a tenuous case for an arcade game called The Outfoxies as predating Smash in the broad genre! Joust also comes off as vaguely similar. but obviously none of them did things quite the same as Smash, or proved as popular)
@pillowcat (but of course that kind of hair splitting is more useful for demonstrating how arbitrary genres are than for anything else)
@typhlosion Defining genres by mechanics is bad practice.
@pillowcat generally, i agree! however, it can be useful in some circumstances. because interactivity is so intrinsic to the nature of video games, knowing what mechanic-wise "genre" a game is in can help you nail down the type of experience you want. a VN or text adventure is necessarily gonna be more relaxed than a fighting game or shmup, even if they are all telling the same story
unless that's not what you meant?
@typhlosion Your stipulation was that it play well.