I thought this 6 second loop would show nicely the last two issues we fixed. First, we had a temporary and hilarious feature in which enemies no longer did any damage to the player. If you've never built software products, you might not realize how easy and normal those kinds of issues are. It got switched off for testing something, and we forgot to switch it back on. I just couldn't hand that experience to test users, because even the savagely punishing final three levels would have a been a little too easy. But as you can see, damage is again delivered in drive-by form, and the health bar shows it.
Second, there was a problem when you tap your firecracker, rather than pulling back to aim. It's not that you should do that, but it could happen by accident sometimes. Then that firecracker would rest in your play area, resisting attempts to drop or throw it, and blocking the throw of more firecrackers, until it blew up in your face. Just like it works when you hold too long:
So now they just fall to the grass and you can get on with the leisurely life and death struggle against Chad's radicalized toy collection.
So that brings us one big day closer to launch. Don't miss out, subscribe to our weekly email and get fair warning when you too can get Firecracker Fight for free from the App Store and Google Play!
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