Hey, thanks again — this kind of feedback is really useful.
Update on the last batch:
- “Run again” on the Expedition Summary — added, so the short early runs don’t force a trip back through town.
- Zoom — it was already in there on the mouse wheel, just with no visible control, so it’s easy to miss. Added a – / + zoom readout in the HUD next to the speed buttons.
- “Grass split in the middle” — not nitpicking at all, good catch. The scrolling background wasn’t tiling seamlessly and a seam was sweeping across the screen. Fixed.
- Grass pattern being hard on the eyes when fast — noted. I want to see whether the seam fix alone already takes the edge off before I redraw the grass tiles, so I’m putting this build out as-is — would love your read on it.
One more thing — your idea of dropping the timer for a pure distance limit. I gave this a proper go, because it’s a good instinct. It splits into two versions and both hit a snag: if the darkness advances and you outrun it, that’s just the timer with a new label (a countdown in metres instead of seconds); if it sits at a fixed line further out, a run can stall forever with nothing to end it, and the town unlocks that currently depend on how far your army actually fights would collapse into “just buy more Lighthouses.” So the timer stays for now — but the framing you’re pointing at (Lighthouse = pushing the dark back, not buying seconds) is the direction I want, and the darkness now shatters instead of receding when an Angel finally breaks it, which came straight out of this thread.
More soon, thanks again!