Single finger on touchscreen works - but tilting I think largely doesn&#x27;t work. Device tilt was <i>the</i> dominant mode of input for earlier iOS games back when the App Store was new - in part because of the Wii&#x27;s popularity at the time - but didn&#x27;t stick.<p>Part of it&#x27;s because despite Apple&#x27;s pretty spectacular accelerometer, detecting fine motion is very difficult, and so the amount of &quot;resolution&quot; available to you as a dev is pretty limited. Variation in fine motor control between players also means that you can&#x27;t necessarily rely on players being able to affect small, precise movements. Motion controls ultimately ended up being low resolution and relied on substantial&#x2F;large movements of the device.<p>This is worse on Android, where the quality of the accelerometer varies widely depending on hardware, and getting consistent experiences across a range of devices is nearly impossible.<p>Add to environmental factors (say, playing the game on a bus, train, or airplane) massively screwing with your accelerometer readings, and the propensity for mobile games to be played in those exact places, and the situation gets worse.<p>In any case, this leads to fatigue. Turns out holding your phone up and tilting it every which way is a bit tiring.<p>tl;dr: Because of individual biological variation, hardware limitations, and environmental noise, fine motion control for mobile games didn&#x27;t work out, at all.