The v0.22.3 hardware screenshot showed the 6-button action row
(~510 px when laid out) overflowing into a 360 dp viewport from
the right anchor, with Menu and Undo clipped off-screen left and
Pause/Help/Modes/New_Game overlapping the left HUD column's
Score / Moves / Timer text.
Cap both clusters at `max_width: 50 %` so on mobile each takes
half the viewport (~180 px) and on desktop the cap is wider than
either cluster's natural width so the existing single-line
layout is preserved.
- Action button row: adds `flex_wrap: Wrap`, `row_gap`, and
`justify_content: FlexEnd` so the row breaks to multiple
right-aligned lines instead of clipping. 6 buttons become 2-3
lines of 2-3 buttons.
- HUD column tier rows: add `flex_wrap: Wrap` and `row_gap` to
the shared `row_node` helper so a long Mode/Challenge/Draw-cycle
combo soft-wraps onto two lines instead of pushing into the
action button column.
Closes P0 #2 of docs/android/PLAYABILITY_TODO.md. All 854 engine
tests pass; clippy clean.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Captures the gap between "boots without crashing" (v0.22.3 status)
and "actually playable on a phone." Tracks P0-P4 work items grouped
by impact: safe-area, HUD layout, card-back rendering, viewport
overflow, touch UX, density.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>