Thanks for the mention of our game. I am one of the Duality ZF developers. (There's two of us.) I can answer any questions you have.
I'll quickly explain the dual play controls, as it comes up a lot: Each fighter is moved by each thumbstick. Autofire for dual play. The triggers are the same in all control modes, left trigger morphs to spread and right trigger morphs to laser. We allow spread/laser hybrids inbetween the extremes. We chose against toggles because in the midst of battle and confusion you might already be on the weapon of choice and the toggle can switch away from it. Ask any shmup fan and this has happened to them in toggle-based weapon selections. We avoid that but always making one trigger one weapon. You want laser? Right trigger gives it to you, no matter what. No thinking required! Off topic, but this showcases the mentality or philosophy behind the game, give the gamer the best tools to do the job. There are no gimmicks in our game. Every feature (the dual-sl weapon and the dual play stand out) is something an expert gamer will want and will use to kick the game's ass. Other features that are cool but worthless gimmicks (ship-combining stands out) were rejected. When you really thing about it, we made the right choices in this regard. Instead of useless gimmicks, we offer you useful tools.
P.S. The bumpers act the same as triggers only they step across instead of flow across, to access specific spread/laser hybrids which we found some expert players wanted. It's there if you want it, but easily ignored if you do not.
Thanks for all the compliments!