Quick answer: Size and position the interactive cutout to fully cover the target's hit area, and ensure it is above the dim layer in z-order so the click lands.
It is maddening when the tutorial says “tap here” and tapping does nothing because the dim overlay is eating the tap. The cutout that should let the click through is misaligned or under the dim. Align it to the real hit area and put it on top.
How to fix it
1. Match the cutout to the hit area
Size the transparent hole to the target's actual interactive bounds, including padding, not just the visible icon. A hole a few pixels short blocks edge clicks and frustrates players.
2. Put the cutout above the dim
Order layers so the interactive region sits above the blocking layer. In Construct 3, keep the clickable instance on a higher layer than the shade sprite.
3. Test on the smallest target device
On touch, fingers are imprecise. Verify the requested tap works near the edges of the target on a phone-sized viewport, and enlarge the cutout if taps miss.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Construct 3 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.