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On the PC version the escape key returns to the player to the aquarium management screen as this is a rather obvious choice to the user.
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When using the aquariums in Noms the Fish, the player has the option to make the aquarium itself full screen.
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This doesn’t mean that we have to create a software button to perform the same as key commands in every case (although sometimes this is best). It should always make sense to the user (they shouldn’t even have to think about it) and ideally it will function the same way. If a physical key does not exist, we have to allow a software version of it so that the user can still achieve the same application function. This is very much the case, and the reason is for redundancy. Most experienced app developers will tell you that every hardware key command should also have a software key command (not so applicable to iOS devices). Giving the player the choice of control is an alternative, not a redundancy! While we are not at the need to remove redundancy, we should aspire to give the users more options and more control. If they have both options then it is an alternative if they have only one, then it is a redundancy. For example, an Android user may not have a hardware back key on their device, and thus as a redundancy you must offer a back button (or other software means) for them to go back to the previous screen. We still use the same methods, but now as a redundancy when an alternative method may not be available. He was referring to the use of computer programs and more specifically so to performing tasks with shortcuts or alternatives based upon preference. A long time ago an interface designer told me “There should always be at least two methods of input for a user to perform a single action”.
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If a user doesn’t know how to play your game in under a minute, they’re probably going to quit and never play again. Controls should be intuitive and performed without a second thought.

Mobile app users are less likely to read through instructions, and they shouldn’t have to. Trying to develop appropriate user input controls can be rather frustrating at times for developers, and exceedingly so when trying to develop the same product amongst multiple platforms (iOS and Android for example).Īlthough it can be a daunting task, the potential for user benefit outweighs the extra effort every time. The hardware buttons are “usually” rather standardized amongst Android devices when they do exist, but that is not always the case. Android on the other hand, for better or worse, involves a wide range of manufacturers which offer different (if any) physical keys. Apple keeps a tight control over the production of their products, and it makes it easier for developers to know what the user will experience when using their app.

While computers and consoles have rather standardized input devices, phones and tablets do not offer quite the luxury. Unfortunately this can also be one of the downsides.
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