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I put 3 images together to show what I mean. Use this link:

https://www.conflexgames.com/918034

Realistically, I'm okay with this game not including this functionality, but if you decide to use it in a later game, I would love to see it.
I'm of the mindset that PC games don't need to include keybinders, except ones that require delicate analog movement.

Ah, gotcha! Sorry, I was so stuck on the word "moves" from Pokémon that I didn't compute haha. Thanks for making the images.

I could whip something up. Should be doable as I'm already reusing an object that takes care of button prompts. 

Regarding the keybinders, it's an important accessibility features for players with physical disabilities that rely using different controllers. Remapping inputs enables them to play the game. So I'd say every game needs it, actually :)

The reason PC games don't need built-in keybinders is that profilers already work in a nearly universal way. I say "nearly" because there are rare instances where a game will obstruct a profiler. On conflexgames.com, you can download a special version of JoyToKey, which was specifically redesigned, to be easy to look at in a living room. MS Windows and Steam were designed to used at a desk, but not living rooms. Steam does have a Big Picture Mode, but it's not as serious as the kinds of menus you'd see in N64 and PS1 games. This other version of JoyToKey is modelled on console menu designs.

Ah, I see what you mean. I misunderstood.

For Steam, I had to offer either Steam input remapping via their API or make my own to get the controller support and Steam deck verified tag so I just opted to do it in-game.