Mobile (iPhone): on-screen controls take half the screen — heavy layout #57
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frankenbit/cellblock#57
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Symptom (operator playtest, 2026-06-21, iPhone)
Operator: "the controls look heavy - they take half the screen" on iPhone.
The game's on-screen controls (whether touch buttons, the title-screen UI, or other UI elements) consume disproportionate screen real estate on mobile viewport, leaving inadequate space for the actual play field.
Likely root causes (need investigation)
Needs Shipwright/Pilot diagnostic to identify WHICH elements are heavy:
<meta name="viewport">isn't set or has wrong scale, browser zooms inappropriatelyAcceptance criteria
Lane
Shipwright (render/layout) + Pilot (state-machine/input if touch handlers needed). Probably bundled if responsive-layout changes affect multiple screens.
Effort
Size/M-L — depends on whether mobile was scoped or scaffolded at all originally. If the game was desktop-only, mobile work is essentially new substrate (viewport meta + responsive scaling + touch input). If touch was scaffolded but un-tuned, it's a tuning pass.
Honest scope note
Cellblock was built primarily for desktop play during the jam + post-jam polish. Mobile support hasn't been a target in any of the work today. The operator's mobile playtest is the first real signal about mobile UX gaps, so this tracker should be read as "surfacing the gap" rather than "fixing a regression" — there's no mobile baseline to regress from.