Mobile devlog - 6.4.31


Movement uses a drag-anywhere stick: your finger doesn’t need to sit on a visible pad. Small swipes nudge direction; a longer drag builds to full speed. One finger, clean HUD.

Jump and dash (gestures, no extra UI)

We didn’t want jump/dash buttons eating the screen, so they’re gestures:

  • Double-tapJump (works even if you’re standing still).
  • Two fingers while you’re already movingDash (dash still needs movement input, so this matches how you play: run with one finger, tap with a second).

No fake “slide” on double-tap anymore — that was fighting the dash rules.

Holds that respect “I’m not ready yet”

Shrines, skill chests, and challenge spots still use hold to activate on mobile. New rule: <span class="font-semibold" data-streamdown="strong" <the="" timer="" only="" counts="" while="" you’re="" still<="" span=""> in range. Drift in by accident, realize you’re not ready, walk away — charge >span class="font-semibold" data-streamdown="strong">doesn’t</span> silently finish. Same idea on charge shrines: stand still if you want the ring to fill.

Character select on device

Opening the game on Android (and mobile in general) should land on whoever you picked last run, not always the first row in the list. Your roster choice sticks between sessions.

Stability and build

  • 60 FPS target on mobile runs.
  • Fewer physics spam / hitch cases in tight geometry (collision and overlap cleanup).
  • Android build unblocked after a shader compatibility pass on imported environment assets.

Files

UberloopWeb.zip Play in browser
30 days ago

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