Good Touch Controls Are Invisible
The fastest way I judge a new mobile game is the first thirty seconds of moving around. If I'm thinking about the controls, something's wrong. The best ones — Neon Drift Rally is a good example — disappear the moment you start playing.
Racing games live or die here. Neon Drift gives you both tilt and on-screen steering, and both actually feel tuned rather than tacked on. Compare that to games that force one awkward scheme and expect you to adapt.
For exploration games, simplicity wins. Casinacho Win uses a single interaction button and tap-to-move, and it never once felt limiting. Hollowreach asks a bit more with its swim controls, but it earns the complexity because traversal is the whole point.
My rule of thumb: if a game needs a five-screen tutorial just to explain movement, the movement is probably the problem.
