Development retrospective
Late-game balance, audio feedback, and revive reliability
A wide playtest pass covering larger arenas, spawn families, hit feedback, account buffs, and a troublesome revive flow.

More room after Stage 30
High-level builds and denser enemy groups outgrew the original arena. The playable area and enemy spawn radius were expanded after Stage 30 so movement remained a meaningful defense instead of a collision with a wall of overlapping enemies.
Phasing the roster
Older enemy families now taper out over defined stage bands while elites receive independent spawn opportunities. This keeps later stages populated without forcing every enemy type into a single shared roll.
Feedback you can hear
Simple player-hit, death, and enemy-hit sounds were added alongside separate music and effects controls. Enemy impact audio received additional gain because a technically present sound is not useful if it disappears under the music.
The revive path
Revive exposed a costly rebuild and clicks could be lost while it completed. We added visible progress, guarded repeat input, and continued tracing the underlying work. A loading indicator is a promise, not a substitute for reducing the wait.