19 Aug
Played with thumbs
The browser build ran on a phone and could not be played on one. Everything was bound to a keyboard: WASD to walk, E to interact, I for the bag. A touch screen has none of those, so the game loaded, rendered beautifully, and sat there.
There is a stick in the bottom-left corner now, and the actions stack up the right edge where a thumb can reach them. They feed the same code the keyboard feeds, rather than a second input path that can quietly drift away from the first.
I got it wrong twice on the way. The first version read the touch list directly, which produced a stick that drew, animated, and reported nothing: browsers disagree about which of touch, pointer and synthesised mouse they populate. The second version worked and I could not prove it, because the test was comparing frames, and the frame had changed when a conversation closed rather than when anyone walked. It reads the character’s own coordinates now. Thirty-two metres with a thumb down, none without.