Whilst I am at it, would anyone be interested in the following idea being implemented? Basically a virtual input device for iOS or Android that connects to a PC (via tcp or udp) and then allows the player to use the (often superior) controller plugged into the PC on their tablet.
I am in two minds whether it is worth the effort if it would only be useful for a few people.
I saw this implemented once, while working with Unity. One of the addons someone had was for basically that exact idea. You just install the input manager into your game, and then people could get (for free on Android, idk on iOS) an app that would connect your computer and the phone over a wireless connection. It was pretty cool. You would basically design the layout within the input manager for the game, and it would send the layout to the phone, and then it would send touch data back to the game and treat it like gamepad input. I think it even had gyroscope implementation, and they showed that off for a tilting game and a racing game demo.
It did suck, though, because Unity has very limited options in the free version, especially concerning custom input (which is why I ultimately turned away from it). But I actually considered doing this for my game or trying to start like an open source solution to this for people working outside Unity because, if done right, you could just have people download a custom controller for your game. It might be more of a novelty than anything, but imagine showing a game off at a con that way.
I can’t vote because what we use are not mutually exclusive of each other.
I use the best tool for the job, period.
Your concern should be more on the ability to set the keys/configure things.
I bought Resident Evil 6 for PlayStation 3 5 months ago (or so). It doesn’t allow changing the keys, thus I cannot invert the Y axis, thus I played it for a total of 10 minutes and never touched it again.
If you can configure the keys, you have solved all potential problems. Simple. Doesn’t matter whether people use mouse/keyboard or a controller.
I mostly wanted to see what people were more likely to own more than anything so I could have an idea of the minimum amount of buttons a person would have on their gamepad, or if they even had one. That way I don't have a large portion of my audience who have, say, that USB SNES controller which doesn't even have analog sticks and only has a total of 8 buttons while I planned for an amount of controls that could only possibly be used on an XBOX/PS3 controller. But, since it seems like most modern gamepads DO have that many buttons, I can be a little more liberal with stuff like that. But I plan for there to definitely be fully customizable layouts so your Y-axis problem won't happen here.