Well I just finished the mobile version "UI". UI is in quotes because in actuality the mobile interface probably too simple to be called a full UI, as commonly understood.
Basically it just consists of text at the top of the screen to let you know what the buddy is saying, and then either zero, one, two, three, or four buttons which pop up underneath that, which you tap to give a response. (The responses will be dependent on the context, so if the buddy asks you how your day is going, you may be able to respond "Great!", "So-so", or "Bad", for example. He will then continue the conversation based on that selection.)
The cool thing is that the interface is screen orientation agnostic. So if you rotate to side view, the buttons and text fade out and then fade in in a position that looks good for that view. This works for all four orientations (top, bottom, right, left). Getting this to work right was crucial since the game is designed to be played from any angle (the world gravity shifts accordingly).
Next up is getting Lua scripting up and running (and able to access the UI display functions) and starting work on the conversation AI.
I have finally uploaded a video of this mobile version, which is also the first ever demonstration of the re-tooled buddy physics (which are pretty much the same across the mobile and webgame versions, aside from the fact that the mobile version also supports rotated gravity which I may or may not add to the webgame version).
Here's the video (don't forget to click HD): [link]