
A touch puzzle game about rotating and manipulating impossible architecture.
Prompts lose the chance for challenge and mastery
From Mark Brown on direct control
Monument Valley lets players twist and pull the world directly instead of using button prompts. On iPad, players poke, prod, pull and twist the environment by hand. Mark Brown holds it up as an example of tactile, playful direct control.
He contrasts it with Life is Strange, where Max plays guitar, waters a plant or takes a photo through contextual button prompts. He says such prompts lose the chance for challenge and mastery. The Room on iPad is his other example of direct touch done well.
Lets you poke, prod, pull and twist the world directly on iPad, giving tactile, playful interaction.
Monument Valley lets players twist and pull the world directly instead of using button prompts. On iPad, players poke, prod, pull and twist the environment by hand. Mark Brown holds it up as an example of tactile, playful direct control.
He contrasts it with Life is Strange, where Max plays guitar, waters a plant or takes a photo through contextual button prompts. He says such prompts lose the chance for challenge and mastery. The Room on iPad is his other example of direct touch done well.
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