Quick answer: Respect the prefers-reduced-motion media query and an in-game reduce-motion toggle by disabling or shortening non-essential animations.

Constant heavy UI motion makes some players ill. Honoring reduced-motion fixes it. Here is how.

How to fix it

1. Check the media query

Wrap non-essential transitions in @media (prefers-reduced-motion: reduce) and disable or simplify them when the player has requested reduced motion.

2. Add an in-game toggle

Provide your own reduce-motion setting too, since console and many players set it in-game rather than at the OS level, and apply both.

3. Replace, do not just remove

Swap motion-heavy transitions for instant cuts or simple fades rather than leaving jarring gaps, keeping essential feedback intact.

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 HTML5 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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.