Player movement are done though smartphone/tablet screen rotation, currently screen inclination control the mode in which Rosame runs, walks or stand still (you're not supposed to stand still that longer). When Rosame reach an hole, she fall down below: no action is required by the player.
If we assume that the player is holding the handheld laying it on the conjunction between finger and wrists (metacarpals) while index finger is holding up (ref) then player may have both thumbs free (try yourself, you'll see it's not that hard keep this position).
With both thumbs free player can still assume extra control: from the simple tap, to swipe and even pinch to zoom effect (thumbs may have limited movement from the border anyway). Since tilting the handheld it's already a bit of challenge we go for the most easy way: player can use it's thumbs on two simple virtual buttons on the bottomControls through device tilting
In order to control both walking directions the player uses screen tilting, also we take advantage of the analog feature for improve gameplay experience: the more the screen is tilted, the more Rosame will run fast.
In the given example, let's assume that the tilting value is +100 and 0 (where 0 is "flat device") for tilting left and between -1 ~ -100 is for tilting right.
Where:+100 and +80
: Heroine runs left at her max speed possible, animation is "running" and so [run] her walking mode.+79 and +40
: Heroine walks left steady and (moderately) fast, her animation is "walks" and so [walk] her mode. +39 and +10
: heroine walks slowly left, animation is still "walking" and so her mode [walk]+9 and 0
(also 0 and -9): heroine stand still, animation is "standing" but you can force her to face left direction (for hit in that direction). The same apply for -1 and -9 value... so player can switch which direction to face without need to actually moving.
Negative value have the same attribute, but speculative (right) direction.