Devlog update: why I moved the teleport button
The first layout seemed obvious on my own phone. One thumb moves the necromancer and the other handles attacks, teleporting and skills. Once other people tried it, the distance each thumb could comfortably reach depended on how they held the phone and how big their hands were. Their feedback led to three presets: Default, Right-hand cluster and Left-handed.
Then a longtime tester pointed out that the Right-hand cluster had put teleport under the movement thumb. I tried moving and blinking without stopping. Sure enough, my thumb had to leave the stick, the direction input disappeared, and I blinked the wrong way. I swapped attack and teleport so the thumb already holding a direction could stay where it was.
I made a separate change to auto-attack. It used to live in settings. The lantern button lets you toggle it during a fight, when you can actually tell whether you want it. The lesson I took from both changes was to test the transition between actions, like moving into a blink, as well as whether each button is easy to reach on its own.
The image below is an earlier Korean development capture with the touch HUD visible. It shows how much the two thumbs were responsible for during a fight. Button positions and labels reflect that build, and the debug overlay isn't a performance benchmark.


