A 3D platformer starring Sackboy for PlayStation.
Sackboy: A Big Adventure shipped full in-game controller remapping and the option to turn off lives entirely. Game Maker's Toolkit's Mark Brown used these to play with his partner. The lesson for builders: let players remap controls inside the app, and split difficulty into independent assists instead of one setting, so more people can play together. No metrics are given.
Developers shouldn't rely on system-level remapping alone.
From Accessibility survey of controller games
Sackboy ships full control remapping inside the game. Players can remap every control in Sackboy: A Big Adventure itself, not only through console settings. System-level remapping exists on PS5, Xbox Series X and Switch, but it is tedious to redo for each game and can't cover games with different layouts per mode.
Crash Bandicoot 4, Marvel's Avengers and Hades also offer full in-game remapping, as did more than half of the controller games surveyed. The quote: "developers shouldn't rely on it. It's tedious to change the buttons between games."
Sackboy lets players turn lives off to make unlimited mistakes. The game has an assist that removes lives altogether, so players can fail as often as they like and keep going. Mark Brown used it to play the game with his partner.
Crash Bandicoot 4 offers the same option. The source presents it as an example of splitting difficulty into independent assists rather than a single difficulty setting.
Ships full remapping and can turn off lives altogether. Mark Brown used that to play with his partner.
Sackboy ships full control remapping inside the game. Players can remap every control in Sackboy: A Big Adventure itself, not only through console settings. System-level remapping exists on PS5, Xbox Series X and Switch, but it is tedious to redo for each game and can't cover games with different layouts per mode.
Crash Bandicoot 4, Marvel's Avengers and Hades also offer full in-game remapping, as did more than half of the controller games surveyed. The quote: "developers shouldn't rely on it. It's tedious to change the buttons between games."
Sackboy lets players turn lives off to make unlimited mistakes. The game has an assist that removes lives altogether, so players can fail as often as they like and keep going. Mark Brown used it to play the game with his partner.
Crash Bandicoot 4 offers the same option. The source presents it as an example of splitting difficulty into independent assists rather than a single difficulty setting.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.