Note: this isn't about HOW to make a running/dashing feature in Construct 2. Rather, it asks if one OUGHT to do this in game design.
One of the biggest dilemmas I've wrestled with in game design is whether to include a run button in a sidescroller which, if held, increases your horizontal speed in either direction. We've seen run buttons in countless games, from Super Mario Bros. to Super Metroid. But how important are they really? Consider that so often, we keep the button held near-constantly. It can get pretty tiring. At the same time, disabling a run button may make the player feel too detached and not in control enough. If you've ever played Kirby Air Ride, which made you accelerate by default, you've likely experienced what I'm saying.
The game I'm designing includes a jump button, shoot button, and the directional arrows for movement/bullet aiming. It also includes a run button, but I've found that actively needing to run, jump, and shoot with three separate buttons can not only feel uncomfortable, but be a bit overwhelming to the player. Other games have included a "walk" feature such as Chrono Trigger: you can run by default, but slow to a walk with the button held. Games like the Mario series map fireballs to the run button, but this can often lead to a lot of unnecessary firing.
So... I'm curious:
1. Do you believe run buttons are good in games?
2. What kind of keyboard configuration that included both a run, shoot, and jump feature would feel more natural?
Thanks! I'm interested not only in pooling ideas related to my own game, but also starting a discussion on an interesting component of game design to be sure.