Quick answer: Offer simplified and one-handed control schemes, avoid requiring many simultaneous inputs, and let players remap and toggle actions.
A game needing complex input excludes some players. Accessible schemes fix it. Here is how.
How to fix it
1. Offer simplified schemes
Provide control schemes that reduce the number of simultaneous inputs and required dexterity, including one-handed layouts, so players with limited mobility or one hand can play.
2. Avoid required simultaneous inputs
Avoid mechanics that demand several buttons at once or rapid combinations with no alternative. Where they exist, offer a toggle or sequential alternative so they are not a hard barrier.
3. Allow remapping and toggles
Let players remap controls and switch hold actions to toggles, so they can configure a scheme that works for them. Full remapping plus toggles is the foundation of input accessibility.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.