I noticed that the game could be won only by spamming the right-click button, and because I don't want my game to be so easy to beat, I'm implementing a thermal management system designed to balance the aggressive fire rates with some restraint. Hitting the thermal ceiling triggers a total system lockout that requires the gauge to return to zero before the primary weapon can be re-engaged. To support this new mechanical depth, I integrated a new real-time HUD monitor with dedicated visual states for various heat levels, ensuring players have the clear feedback needed to dance on the edge of overheating while maneuvering through the now-refined, more intelligently positioned enemy formations.
