‘Leap of Fate’ Developers Talk Challenges of Mobile Controls

We really enjoyed Leap of Fate [$3.99] here at the TouchArcade Towers for quite a few reasons, and I personally thought the way the developers used various parts of the screen for special abilities was pretty clever and worked quite well. In a recent article, the developers talked in depth about how they went about making a fast-paced action game work well on mobile. They talk about how their number one priority was to build a control scheme that didn’t require players to look at the HUD while playing so they could be focusing on the action (like how you play a console game). The article also talks about how they went about deciding on what kind of virtual sticks to have in the game and what playtesting taught them when it came to that aspect of the game.

They then go on to talk about the way they figured out how to have the numerous abilities on screen without having issues like not tapping where you should. So, they didn’t go the virtual button route and, instead, put huge but unobtrusive buttons on the screen. Overall, this is a very informative look into the thought process of a game developer, and it’s extra fun since it’s about a great mobile game. Check the whole article here.

Source: TouchArcade

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