Overlapping for our game causes more problems than it would solve.

Ex. should the player run under the left d-pad that is covering part of the left portion of the map, you would have to look under your thumb to see where you put your player. A situation that would not be wise should you encounter an enemy robot or rival player.

So overlapping is highly undesired from a designer's point of view. More UX chaos that should be avoided.

However, in an effort to not hand hold and allow for great flexibility, I suppose there is the option of creating default layouts based on scaled values and allowing users to pick from and customize UI element positions within the game somewhat like how OpenGL treats textures. 0,0 is the left,top corner while 1,1 is the right,bottom corner.

Providing enough layouts per each screen width:height ratio should allow the players to get a better UI layout depending on their various device screen dimensions. The only thing we can't control is if they have something weird like a 1:1 sized device that is really small and impractical to play a game like Subject 33 on it.

(Not our fault if you by a crappy/rediculus device! That's why we are releasing a free-to-try demo! amiright? )