Check that buttons are big enough and far enough apart for a thumb
A button that looks fine on a computer screen is a frustration on a phone: players miss it or hit its neighbour. This entry shows how to make the AI measure every button as it will really appear on the screen, after the game is scaled to fit, and list the ones to fix.
Why this works
A thumb has a size, and it does not shrink when your game does. So judge a button by how big it is under the finger, after all scaling, not by the number in your design. Close neighbours matter just as much, because a miss lands on the one next door.
When not to use it
Big, widely spaced buttons are the wrong choice when screen space is the scarce thing, as in a crowded strategy game. Then keep the art small but make the tappable area larger than it looks, and add a confirm step for risky actions.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 27 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 "Check that buttons are big enough and far enough apart for a thumb" (read_entry buttons-too-small-or-too-close-for-thumbs) 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