Offer a calm version of every animation for players who get dizzy from motion
Some players feel unwell from shaking, spinning and sliding screens, and their phone has a setting for it that your game should respect. Turning every animation off makes changes invisible and confusing, though. Here is a rule for what to remove, what to keep and what must never be touched.
Why this works
Motion that delights one person can make another feel ill. Keeping a gentle version of everything lets the same game work for both, and swapping movement for a soft fade still tells the player that something happened.
When not to use it
Do not strip motion that is the game itself, such as a falling piece you must steer or a moving target you must follow. Keep those, and let the player lower the speed or add a clear guide instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Offer a calm version of every animation for players who get dizzy from motion" (read_entry mobile-reduced-motion-version-of-an-animation) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP