This is one of the best write-ups I've gotten on this game. Couple hours of play + this level of notes is genuinely rare — thanks for taking it seriously. Going through your list, because you deserve a real response and not just a "thanks!":
Drops on hover instead of click: yeah, you're right. Click-to-collect made sense in my head when I started, but watching people play it's clearly just friction. Changing to hover.
Pickups vs enemies confusion: agreed. I'm going to make pickups visually distinct (round shape, pulse ring, bigger icon) so they read as "collectible" at a glance instead of blending into the enemy swarm.
Turret level gradient: this is a great idea and I feel dumb for not thinking of it. Cyan → green → yellow → orange → red is exactly how it should read at a glance. Doing this.
LMB vs RMB: you're right, and other people have said the same. Building is basically "upgrading from 0 to 1" so it should be the same button. Moving everything to left-click. Right-click will become a secondary action later, but for now, one button.
Boss alert modal: fair point. 2.5 seconds feels long mid-run, especially when you're about to die and just want to keep playing. Cutting it to 1.2s and moving it to a banner at the top of the screen — no more pause, no more modal.
Trace Flood corruption: yeah, this one's broken in a way I didn't catch. It's supposed to be a threat but the extra kills just inflate everything.
Back Tax: good catch, it's a bug. The intent was "level up costs 30% of your money" but the formula ended up doing the opposite. Fixing.
Corruption balance in general: you've nailed the core issue. The threat stat was designed to correlate with impact, but the numbers got away from me. I'm doing a pass where every corruption gets re-rated based on actual run impact, not my initial guess. The -95% damage one is getting downgraded from "instant run-ender" territory (probably removing it or softening it dramatically). The -90 energy cap is going from Threat 2 to Threat 1. Etc.
Multishot energy trap noted. I'm going to soften the cost scaling so early multishot doesn't brick your energy economy. It'll still cost more, but not "3 bolts = 9 energy" brutal.
Bolt turret leading: you're right, and this is subtle. Core cannon doesn't need lead because it's shooting from the center at incoming enemies. Turrets on the ring get the same logic applied, which is wrong — they need to predict where the enemy will be. Adding lead calculation.
lot upgrade bug: confirmed, on my list. When you buy extra slots mid-run, they overlap. Fixing the realignment logic.
Letterbox click-through this one's from my recent resolution independence fix (v3.1.0). The letterbox bars sit outside the game area but clicks still register. Fixing by clamping input to the virtual play field.
Firefox FPS with boss I've heard this from one other person. It's the phosphor bloom post-processing buffer, which is GPU-heavy and Firefox handles it worse than Chrome. I'll add a fallback that disables bloom during boss fights if frame time spikes.
Auto buttons persistence the help page is lying. They reset per run intentionally — the reasoning was "each run should start manual, no inherited automation." But the help text says otherwise. Fixing the text.
"Level 24 wall with maxed laser" — this is the one that bothers me most. The difficulty curve is supposed to let a fully-maxed tree push past 30 on a good run. If it can't, the late game is effectively softlocked, and that's a design failure, not a player problem. I'm going to look at boss HP scaling past level 20 and the corruption tier cap.
Thanks again for this. Real talk: this is the kind of feedback that makes the next version dramatically better.