Quick answer: Choose the callout side dynamically based on available space around the target, and flip or shift it so it never covers the highlighted element.
A tutorial bubble that sits directly over the button it is describing hides the thing the player is supposed to look at. Fixed placement breaks near screen edges. Pick the callout side based on free space so it always points at, never covers, the target.
How to fix it
1. Compute available space per side
Measure the gap between the target and each viewport edge, then place the callout on the side with the most room so it does not collide with the target or run off screen.
2. Flip when the preferred side has no room
If the preferred side would overlap the target or clip, flip to the opposite side or shift along the target's edge. A positioning library or a simple flip check handles this.
3. Add a connecting pointer
Once placed off the target, draw an arrow or tail from the callout to the element so the relationship stays clear even when the bubble is not adjacent.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.