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Offer press versus hold only when both are worth choosing.
From Game design note on Owlboy and Mega Man X
Owlboy penalises holding the fire button, so press versus hold is no real choice. In Owlboy, holding the button fires slower than hammering it, so a player who holds is simply penalised. Since one option is strictly worse, there is no decision to make.
Mega Man X is the contrast: tapping and holding (the charge shot) each carry a distinct tradeoff. The source's verdict on Owlboy: "There's no choice to make." The lesson is to offer press versus hold only when both are worth choosing.
Holding fire shoots slower than hammering the button, so holding is simply penalised and offers no real choice.
Owlboy penalises holding the fire button, so press versus hold is no real choice. In Owlboy, holding the button fires slower than hammering it, so a player who holds is simply penalised. Since one option is strictly worse, there is no decision to make.
Mega Man X is the contrast: tapping and holding (the charge shot) each carry a distinct tradeoff. The source's verdict on Owlboy: "There's no choice to make." The lesson is to offer press versus hold only when both are worth choosing.
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