Quote:
I can't really think of an elegant way to imply that "holding down changes the behaviour of the A button but only in certain contexts", especially when pressing down normally does nothing in this game.
I think the best way to do it goes something like this:
[ ] (at least) first time around, present an environment (screen) that's mostly or absolutely safe.
[ ] Present an incentive to reach a spot that's only possible with that maneuver.
[ ] See to that the incentive is strong enough (powerup, collectable item, easier path comes to mind), but still optional and not obligatory for reaching the main goal of the scene/level.
[ ] The more intricate the maneuver, the more you should scatter repeats of the same concept for the player to catch up on, eventually.
There's need of judgment to balance the last checkbox. When is the right time to present a scene where the maneuver is mandatory,
if ever?
As said, down+jump follows a fairly established convention, so for the main segment of the user group, i suspect the difficulty arising is simply becoming aware that the game includes such a maneuver. Visual cues like hard-to-reach bonuses is one way; it guides the player towards being experimental/creative with the control pad. Adding a duck feature/animation is another, because that shows the game is aware of downward d-pad presses. That doesn't do it on itself, but is enabling the player do discover the control scheme in minute portions that's easy to bite.
The game
shovel knight doesn't do the former. While it repeats opportunities to try both the shoveling and pogo jump mechanic, it has a sharp tutorial element requiring the pogo interaction in one place in order to progress on the second board of the first level. Instead they call for the player to induct that there's soft earth + player character is using a shovel = ???, which works about as well. That's a third approach. All three can be combined in a best case scenario.
(shovel knight also has a second approach to moving platforms: instead of easing in and out of turning poins, they have the background tiles telegraph how far the platform will go).