A browser game can look balanced in a desktop preview and still feel cramped on the phone where it is meant to be played. Safari's address bar, bottom controls, and changing viewport height all compete with the game for the same small screen.
Recent physical phone testing of The Unfinished Kingdom exposed several places where correct information was still hard to understand. The fixes were less about adding more data and more about giving the important data enough room and a clear visual order.
Reclaiming the battlefield without shrinking the controls
The portrait layout had a strip of unused space beneath the rendered battlefield. It was easy to miss in a desktop browser, but on a short phone it pushed the skill controls and Warden upgrades farther down the screen.
The canvas still renders at its intended width, but the mobile frame now clips the unused lower area. That keeps the characters readable while moving the controls closer to the action. We reviewed the result at several phone heights and at desktop size so the improvement did not create a second problem at another breakpoint.
A critical hit needs to explain where it came from
Critical damage uses deterministic rules. The displayed result can still vary because automatic attacks, Strike, and Core start with different damage multipliers, while a finishing hit cannot deal more damage than the enemy has left.
Those events previously shared the same CRIT label. The battlefield now identifies active-skill damage as STRIKE CRIT or CORE CRIT. Automatic critical hits keep the shorter label. The number is the same result as before, but the player can now connect it to the action that produced it.
Item progress belongs beside the item
Reconstruction had a similar information problem. The system could track an item's Echoes and promotion state, but the selected Armory item did not explain whether Reconstruction was locked, queued behind an unowned design, ready to receive Echoes, or complete.
The item detail now shows that state near the item name with a visible Echo progress bar. The enhancement action also uses the same button language as the other Armory actions, with its own color and complete hover, focus, pressed, and disabled states.
This revealed a larger pacing question. Bellkeepers currently provide Reconstruction charges, but one milestone reward for several required Echoes makes new designs arrive too slowly. The design target calls for steadier progress, roughly one free daily opportunity that can stack to three, while Bellkeeper rewards remain meaningful bonuses. That change needs server validation and duplicate-reward protection before it enters the live economy.
Phone review is part of the design process
Automated checks can prove that an item state exists and a button works. They cannot prove that the status appears before the fold, that a damage label is understandable during motion, or that Safari leaves enough room to use the game comfortably.
The practical rule is simple: a mobile interface is not finished when it fits a simulated rectangle. It needs to survive the real browser chrome, the real interaction pace, and the real player's thumb.