What makes touch controls feel right
I've played games with gorgeous art that I dropped in an hour because the controls fought me. Touch input is unforgiving, and the best games design around its limits instead of pretending it's a gamepad.
The first thing I check is thumb reach. In portrait, everything you tap often should sit in the lower third of the screen. Landscape games should keep controls in the bottom corners where your thumbs already rest. When a button lives in the middle, my hand gets tired fast.
Sensitivity settings matter more than people think. Racers especially live or die on this; a good tilt or steering slider can turn a frustrating game into a smooth one. If a game hides these options or doesn't have them, that's a mark against it in my notes.
Little touches earn a lot of goodwill: an undo before you confirm a move, haptic feedback that confirms a tap, and swipe gestures that feel consistent. None of it is flashy, but it's the difference between a game you tolerate and one you keep.
