QOL + marketing audit for 1.1 (2026-10-14)
QOL + marketing audit for 1.1 (2026-10-14)
Section titled “QOL + marketing audit for 1.1 (2026-10-14)”Four read-only passes run in parallel on 2026-10-14, before the 1.1 feature freeze (2026-10-17):
tester feedback triage (TestFlight + D1 feedback), an in-game UX code audit, a store listing /
site audit, and a D1 telemetry read of real store players. Actionable items were moved onto
docs/RELEASE-1.1.md (§3a QOL, §5 store listing). This file keeps the evidence.
What real players do (D1, store 1.0.1 live ~10-04, n = 9 real installs, directional only)
Section titled “What real players do (D1, store 1.0.1 live ~10-04, n = 9 real installs, directional only)”- Tutorial is the funnel cliff. 8/9 started it, 2 got past lesson 0 (“wake”), 1 finished
(
tutorial_cap). Two players quit it within 0.4 s, went straight to Survival and played fine (level 10, ~430 kills). - First-session instability: CORRECTED 2026-10-14 night. This first read “4/9 first plays ended in
a crash or OS kill”. Wrong: the
appstorechannel includes TestFlight, local Mac builds, App Review and our own devices; the Mac 16 ms “crash” was our smoke-test kill. Only one real store player (iPad Air M2, 255) had an unexplained exit. Seedocs/research/2026-10-14-first-play-crashes.md(branchcrash-first-play). The other “n = 9” figures here share the same channel caveat: the real store sample is ~6 installs. - Early difficulty wall. Survival deaths median ~68 s, 5/14 under 30 s, all to swarmer (9) or charger (5). Nobody reached a boss. One iPhone17,1 player died three times at 17-19 s (level 1, Blaster only) in one sitting and never came back.
- No return and no shop. 0/9 came back on a later day; 0 purchases from real players despite
218-729 banked gold on the best runs (
meta_spent = 0), so the shop is not being found, not too expensive. - tvOS: 0 real store installs in the window, despite being the lead platform.
- First-run jank. Every real install hit shader-compile stalls (avg 570-790 ms, max 4.1 s). The prewarm fix has not shipped in a store build yet (already §1 of the 1.1 queue).
- Not captured on 255: death dimension, level-up time-to-pick, shop-open events, input type. Pause state ships with the next store build.
Tester feedback (34 notes, all effectively from Chris/Toby)
Section titled “Tester feedback (34 notes, all effectively from Chris/Toby)”All but a handful are fixed. Still open: drone-nudge off switch is Dev-only (TF #4); no gold pulse on the pause-menu SHOP row (TF #13); no per-weapon damage on the stats sheet (TF #14); stats sheet on ATV with a pad not re-checked (D1 #8); elite Glass Wisp / Orbiter HP “re-judge” (D1 #7); Supernova fps on an iPhone XS-class device has no number (TF #27); Fuchsia ship has no replacement bonus (Chris’s call).
In-game UX gaps (code audit)
Section titled “In-game UX gaps (code audit)”High impact, small:
- No player-facing skip on the forced first-run tutorial (
main.gd:604-621boot route goes straight in untiltutorial_done). - No music / SFX volume control anywhere outside Dev-only Debug Settings.
- No reduce-shake / reduce-flash toggle; store builds have
QualityManager.ENABLED = false, so nothing else softens it. - No Settings entry on the start menu (
ui/start_menu.gd:74-90); every option lives in the pause menu. - tvOS: the start menu has no
ui_cancel/ Menu handler (ui/start_menu.gd:473-505). Apple expects Menu on the root screen to return to the Home screen. 1.0 passed review, so this may be handled by the engine; verify on the ATV before acting.
Medium:
- Level-up cards don’t show the current level of what you’re upgrading (“Lv 2 → 3”); no reroll / skip.
- No run timer on the HUD (may be a deliberate minimalism call).
- Tactical HUD (weapon/drone docks) is hidden behind an untaught Y/V toggle.
- Results screen has no “you unlocked X / next goal” line.
- Controller disconnect is telemetry-only: no auto-pause or prompt.
- Mac: no fullscreen / window option.
Larger, 1.2 candidates: iCloud save sync, Game Center achievements/leaderboards, colourblind mode, text size, auto-aim on touch, left-handed touch, control remap, run resume after an app kill.
Already good: pause on background, Redeploy as the focused one-press retry, death recap with counters, shop affordability badges + “worth buying next”, safe areas, consistent B/Esc back navigation.
Store listing and site
Section titled “Store listing and site”Live lookup 2026-10-14: v1.0.1, free, 9+, Games/Action, English only, 0 ratings, 0 reviews (US, GB, DE). iPhone shows the v2 screenshot set, iPad still the old v1 set.
Needs the 1.1 build:
- No ratings prompt in the codebase (
requestReview/StoreReview: no hits). iOS + Mac only (tvOS has none). Trigger on a positive moment (boss kill, personal best), never on death. - Description says “lightning” (now “Electricity”); doesn’t mention Apple TV, controllers, or no ads / no IAP in the first three lines.
- What’s New 1.1 not written (already §5).
No build needed (ASC or site):
- Site “Available on” line, closing line and meta description still say iPhone/iPad are “in review”.
- Promotional text unchanged since launch; editable without review.
- Keywords (95/100 chars) repeat subtitle words (
survival,roguelite,twin stick) and spend space onarcade,action. Candidates:roguelike,bullet hell,shmup,space,swarm,top down, controller,offline,apple tv,auto shooter. No competitor names. - Custom Product Pages (drones/bosses/builds,
marketing/appstore/custom_product_pages.md) were blocked on iOS approval, which landed 2026-10-14. - In-App Event for the 1.1 content; featuring nomination (offered 10-04, unanswered).
- Screenshot caption 3 (“Evolve Beam into Lance, Railgun into Prism Lance”) assumes weapon knowledge.
- Site:
/sitemap.xml404s, noVideoGameJSON-LD, no press kit page (assets exist inmarketing/appstore/press/), “New in 1.0” section should track the store version. - Localized name/subtitle/keywords (de, fr, ja, es) for search reach: 1.2.