Try the micro-demo: text-scaling-demo.html
The demo simulates 100%/150%/200% text size. Also test real browser zoom (Ctrl++) or your game’s UI scale setting.
What goes wrong
- Clipped buttons: fixed-height buttons cut off bigger text.
- Overlapping labels: rows assume one line, then collide at larger sizes.
- Hidden help text: containers with
overflow:hiddenquietly hide instructions. - “I can’t reach it” controls: important UI is below the fold, but the panel can’t scroll.
Small, reliable pattern
- Remove fixed heights from text containers and buttons. Prefer
min-heightand padding. - Allow wrapping: use
flex-wrapand avoidwhite-space:nowrapon labels/help text. - Fix flex truncation: add
min-width:0to flexible children so long names can wrap. - Prefer scroll over clipping: if a panel must be bounded, use
overflow:auto(not hidden). - Test at 200%: pick one “dense” screen (settings/profile/inventory) and make it your regression check.
Why it matters (games + web)
- Players use UI scale for distance, glare, low vision, or fatigue.
- Bigger text is also common on handhelds and couch setups.
- When UI clips, it becomes a navigation problem, not just a “looks” issue.
More from this hub
- Watch page (primary share target)
- Micro-demo backlog