Writing this shit down before I inevitably forget
Theres a type of challenge & feeling I find really fun in games which the title is an attempt to describe. A good example of this would prob be BallisticNG (& Wipeout)
The way it works is that you have your steering which has slow acceleration, if you release a steering button your ship slowly centers itself. The goal of steering is to remain stable when going in and out of turns. On top of that you have air brakes which let you do a sharper turn and slightly slide you into the opposite direction. The air brakes are very quick and responsive - you will almost instantly feel the little snaps if you tap them. The goal of air brakes is to assist you while steering and stabilizing
A bunch of moments in it can be broken up into 3 phases - seeing the turn coming up and the location of your ship (challenge), steering your ship to turn (main input) and using a mix of air braking & micro tap steering to stabilize your ship post-turn while maintaining your line (adjustment input). The phases feed into each other - how you turn conditions the kinda adjustments you'll have to make, and your adjustments will condition the kinda turns you'll be doing. This back n forth between the more broad "macro" input and then cleaning up or enhancing your macro performance with a "micro" input feels really damn nice I think. Its like balancing an object on a stick while having to haul ass from one spot to another - you move where you need to be, then deal with the consequences as it happens, subtly moving and rotating your hand to fight gravity
Its good shit. Plus since your inputs will be inconsistent you will have to constantly react in small ways. I wonder if this little dynamic could be applied to beat em ups and similar state based games, def something worth thinking about.
