I am absolutely biased when I say this: simple controls should be presented front-and-center as an alternative. I don't think the playstyle menu should be used as-is for this (at the very least, "Legacy" should be hidden on any automatic showings of that screen, to say nothing of the need to rename that mode) but having a good way to present the difference in KB+M-focused controls and gamepad-focused controls would probably help people getting into the game a lot. The presentation for simple controls was definitely not something I poured tons of care into.
There's a simpler solution to this. On first time boot, ask the player if they're using Keyboard/Keyboard & Mouse, or Gamepad, and set & default the controls to that and let the player know that it can be changed in the options menu in the future. This would also solve the problem of the tutorial defaulting to Keyboard & Mouse, when (once we get graphics all set up) we want to be able to discern between K&M and Gamepad tutorials.
I'm slowly starting to think that directionchar on the standard controls might not be a great idea. It adds confusion between the character's facing direction and their acting direction, and I'm not sure showing the character's direction of movement in the way it does is that useful for demonstrating how strafing works? The problem before seemed to have more to do with default binds and strafing not being properly labeled as a control, both of which have been fixed.
This is quite possibly the case. We're seeing more people struggle with this than I expected. During testing, I would give copies of the game to people to test and they didn't really seem to have issues with the controls once they realized that camera direction is the important thing and not facing direction. Ironically,
I had far more issues with this than the people I'd have test 2.2, despite that the game functions identically to the old style controls. I didn't expect it to be the case that it would cause so many issues with lots of people because, in my experience, my issues with it were the outlier and not having issues with it seemed to be the norm.
I don't really see a problem with being able to use Tails to cheese level sections that the player is struggling with. Giving the player the option to just move on from a platforming section is useful for keeping them interested in continuing. If seeing a newer player use Tails excessively is an indictment of anything, it's of the difficulty of the game, that might be a bit too much toward the end if the goal is for new players to beat it. I don't think it's a huge problem, though, especially since Tails already gives the player a way to move on if they're getting stuck on something.
This goes back to 2.2 testing, where the people I'd see using Tails would routinely just think "I can skip this" and then get lost, have no sense of direction, and not understand how challenges worked. Conversely, playing Sonic, there was usually a sense of "I recognize this, I was here before" if for some reason the player started moving backwards. This was well before S&T's implementation, and now that S&T works the way it does, I've noticed this problem now occurring when playing as S&T. It's just a bad experience once a player gets lost. Flying over and around obstacles and landing somewhere you've not seen before and didn't get to by following the stage flow confuses a lot of players and they don't seem to know where to go once they land.
It's a huge demonstration of the strides 2.2 made in accessibility, especially autobrake, which I think everyone should just leave on and could eventually even be forced. (More options aren't always a good thing, right? Autobrake off is a HUGE potential footgun for new players.)
So I've been adamantly trying to get people to move away from the mentality of "More options == good" (Especially given the whole "
Leave analog in! More options are always good for the players!" reaction which was utterly nonsensical) but in this case I think the option is correct. Autobrake isn't a natural extension of the physics of the game. The game is forcing a specific input on players, almost analogous to a form of training wheels. Autobrake is actually a huge issue for precision platforming and takes away a lot of finer control you have over your momentum. Turning off autobrake is basically equivalent to taking off the training wheels, and I think it would be a mistake to force it on all the time.