build026.zip
July 22nd GDD and developer notes captured.
Findings
The playtest of build026/027 showed that while control responsiveness was optimized in build027, session times remain low (mostly under 1.5 minutes). The primary bottlenecks are now low FPS on common mobile GPUs due to high device pixel ratios, spatial navigation failures where players miss doors and hit adjacent walls, and punishing early hazard scaling ...
Approved Plan
Urgent: Optimize Mobile GPU Performance (Cap Device Pixel Ratio)
build022.zip
July 12th - July 20th GDD and developer notes captured.
Findings
The playtest for build023.zip revealed that first-session onboarding is the primary bottleneck for Hi Fi Snake. Players frequently failed to understand the core loop, moving straight forward without collecting pellets or turning laterally, leading to rapid deaths and early churn. The opening tutorial popup is poorly timed and difficult to dismiss, and the...
Approved Plan
Urgent: Rebuild the First Three Rooms (Level Design Onboarding)
Next: Improve First Reward Loop & Delay Long-Term Missions
build019.zip
May 2nd - July 12th GDD and developer notes captured.
Findings
The playtest for Hi Fi Snake (build019) revealed critical friction points around device resolution and control usability. A major technical bug incorrectly resolves tablets (and some mobile devices) as desktop, displaying keyboard hints (WASD) instead of the virtual joystick, leaving touch players unable to move. Furthermore, even when the joystick is ava...
Approved Plan
Urgent: Fix Tablet/Mobile Device Detection Bug
Next: Implement Desktop Control Hint Asset
Later: Daily Return Hook & Advanced Upgrades
Trinity Impact
Primary: strengthened
Secondary: unchanged
Tertiary: strengthened
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