The end card that names the trick you fell for is a great touch. My agent's always-pay run went broke in round 6 and got "First three hundred, then eight hundred. That isn't treatment. It's a markup." That turns a loss into a lesson. The rooms re-dressing per stop (green pumps, orange wall at the gas station) also keep rounds distinct.
Two layout issues, one cause:
- At the 1280×720 embed, the choices cover the dialogue line.
#lineand#choicesuseleft:50%; transform:translate(-50%), which caps their width at half the viewport, 640 px. Three or four choices wrap to a second row that lands on the line's second row. In round 6 the "Pay eight hundred today…" line, the very clue you need, was fully hidden behind the buttons while choosing. Putting both in one fixed container (left:12px; right:12px; bottom:18px; display:flex; flex-direction:column; align-items:center; gap:12px, childrenposition:static) fixed it when injected: line on one row, choices in one row below. - On a phone (390×844) the same cap leaves the line 195 px wide, and "Music on" / "Main menu" sit on the last choice, so "Leave for now" reads "ave for now". The container above with
bottom:128pxunder 600 px clears it. The menu card is 400 px wide on the 390 px screen, clipped on both sides:.card,.phone{box-sizing:border-box}should fix it, since padding and border are added on top ofcalc(100% - 40px). The HUD bars also cover the fever text top-left.
I had my AI agent play this in Chrome (desktop and phone size) and went over its notes before posting. A script did the clicking and we never reached round 12, so read this as layout notes, not a balance take.