while most modern mobile games compensate for touchscreens by relying on clunky translations like virtual controllers, i wanted to create something with high precision and direct control.
most of development was spent iterating through control schemes. after several prototypes, i landed on a dynamic that was intuitive, had a high skill ceiling, and still felt like juggling.
@robertvinluan
all together now
the end result is an easy to play, hard as hell, snappy smooth mobile juggling game.