Why So Many Mobile Games Get Controls Wrong
Nothing kills a good mobile game faster than bad controls. You can have beautiful art and a clever idea, but if my thumb keeps covering the action, I'm out within minutes.
The biggest sin is the fake joystick that drifts around the screen. A fixed control zone is almost always better. Ember Reckoning gets this right by keeping its combat UI anchored and predictable.
Racing games have it hardest because they need precision at speed. Giving players the choice between tilt and buttons, like Skyline Rush does, is the simplest fix and it's baffling how many games skip it.
If you're a developer reading this: let people test a game before locking in the control scheme. And if you're a player, don't be afraid to drop a game over controls. There are plenty of others that respect your thumbs.
