![]() ![]() This improved the experience quite a bit, but also highlighted the main problem with the grab mechanic: The camera. Our next step was to add supporting controls to this system by allowing the player to disable all active arms by tapping anywhere on the screen, as players often need to grab and release stuff. The player could play the game with these controls, but a lot of mental energy was required to keep track of which toggle was active, and turn them on and off. Our first iteration was to take a button and cut it in half, allowing the player to toggle which arm they want active, or both. ![]() With player movement taking up the left section of the screen, we decided to place the arm interactions on the right side. We started by coming up with a good way for the player to decide which arm they wanted to activate. Because it’s the core mechanic of the game, we have spent quite some time on iterating and polishing the mechanic to make it feel as good as it can! This grabbing mechanic proved to be quite the challenge to translate to touch while making it feel natural and intuitive.
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