Why some touch controls feel right and others don't
Touch controls get blamed for a lot of bad mobile experiences, but the screen usually isn't the problem. The problem is layout. After playing dozens of games back to back, the patterns become obvious.
Good schemes keep the important buttons where your thumbs already rest. One-handed modes, generous hit targets, and buttons that don't overlap the action area all help. The best games let you move the controls yourself, and I wish more did.
Bad schemes cram tiny buttons into corners, or they put a crucial action right where your thumb covers the screen. Tilt controls are divisive too — fine when you're sitting still, awful on a train. That's why I always test whether a game offers a tap alternative.
My advice before judging a game: spend five minutes in its settings. Reposition what you can, turn on any assist options, and give your thumbs a chance to learn. Half the games I nearly quit got better after that.
