Actually the problem is it’s too easy to pull that menu up because it overlaps with the game field. Same with pulling down from the top. The bottom gesture is also true on any iPhone.
The reproduction works sort of like this:
- Get in a state where you want to move a gem down from the top row or up from the bottom row.
- Try to move the gem.
- The phone’s menu swipes down/up.
- When you return to GoW, the move happens.
It’s even more frustrating on an iPhone X because now that gesture is “switch apps” instead of “display Control Center”.
In other games I play that need a bottom/top gesture, they’ve set the OS flag. It takes multiple quick swipes to summon the system menu in those, so when I want to switch apps I can pause the game then do a couple of swipes.
While we’re at it, a couple of suggestions too, these aren’t bugs but could be nice QoL fixes:
- Stuff in the extreme top-left and top-right corners is cut off a tiny bit depending on your orientation. Newer iPhones have rounded corners instead of squared corners, and the placement of these elements assumes a square. (Someone long ago mentioned using “safe insets” that were introduced in iOS… 11 I think? They tend to guide you to put elements within the safe boundaries but really we’re talking most of these buttons could scoot over 10-15 pixels and be fine.)
- The way GoW handles the notch leaves it uncentered and that bugs me. GoW just shifts the UI over a notch amount of pixels, but that leaves things that should be centered not centered. Other games I play handle it by “letterboxing”, they put a strip of UI down both sides of the screen to maintain the centered appearance and support having the notch on either end. It costs a tiny number of horizontal pixels but the phones with notches are so dang big it doesn’t matter.