What I mean is that it just fills up too much of the screen, you need to space your items apart. For example, how the “Start” button touches the border of it’s container.
As for the TextScaled issue, why don’t you try nesting the TextLabel in a Frame, and then set the Scale to something like 0.9 for both X and Y?
Also I personally prefer being able to see more of the main content, and less of sidebars, which is a reason I own a 1440p monitor.
Make sure you used scale and not offset for the size of both, the textlabel and the frame. Else, it’s probably because TextScaled is set to false. Personally, I would enable TextScaled but I don’t think @TestyLike3 would agree. By enabling TextScaled, the text will fit in your game. There is a downside tho as it comes with a performance and memory cost. Other than that I don’t see why you wouldn’t want to use TextScaled. By the way, the “start” button looks way better now!
I’ve also noticed that the roblox top-left buttons are right on top of the side buttons which doesn’t seem right. I’d guess that “IgnoreGuiInset” is enabled on the ScreenGui which causes this.
I’ve made a similar kind of UI with a side panel before. Here, I enabled IgnoreGuiInset but however, i made sure the side buttons were a bit lower so that there was still place for the Roblox Buttons.
If you’d like to Disable IgnoreGuiInset, there is a solution to the clipping problem. You’d want to change the MainFrame’s size to {0,0, 0.1 ,0} and its position to {0,0, -0.1 , 0}
The problem when doing this is that it will look weird in Studio, but totally fine when in-game.