First of all, thank you to everyone of you playing 20 Second RPG, an even bigger thank you to those helping find bugs and refine the game (you know who you are, you asked not to be mentioned!)
Anyway, here's a list of the changes/fixes ive made over the past 3 days of this game being active:
Bosses & difficulty
Bosses now scale meaningfully harder per tier (T1→T5): HP, note/attack speed, and hit-window size all increase with tier instead of tier just being a reskin.
Fixed Rival Bard (Presence boss) being weaker than its own base skill (Lute) — gave it fully custom per-tier difficulty to match.
Tightened up Lute's insane top-end speeds on Master/Grandmaster/Ascended; added more notes at Grandmaster/Ascended after playtester feedback. (Thank you 000)
Increased Fishing's bite-window across all modes (+0.1s starting window, better floors: 0.35/0.34/0.32/0.30s) — it was compounding with the level speed-up to become unreasonably fast.
Raised Fanfare's base tempo so Standard mode isn't stuck feeling sluggish, and made its speed-up continue ramping through the full 20s instead of plateauing after ~8 rounds.
Softened the level-based "tempo creep" globally (per-level speed gain reduced ~30-40%, soft-cap tightened) — Master/Grandmaster/Ascended stay playable for non-hardcore players much deeper into their level brackets (biggest gains at level 100+).
Pets, items, XP economy
Pets: +40% XP / ×1.5 score bonus (up from +15%), drop chance improved 1-in-20,000 → 1-in-10,000.
Added boss-specific pet drop odds, better per tier (T1 1-in-7,500 up to T5 1-in-2,500) — extra incentive to boss-fight.
Softened the per-kill boss XP decay curve so repeat boss kills aren't nearly worthless by the 5th kill.
Added a permanent per-boss-kill XP bonus (0.1–0.5%/kill scaling by tier, capped at 100 kills/tier — up to +150% total).
Items menu: fixed a flicker bug when scrolling/sitting in the tab (was rebuilding the whole tab + replaying animations every 15s).
Added charm fusing (2 common→uncommon, 4 uncommon→rare, 8 rare→legendary, legendary only obtainable this way, +25% bonus).
Reworked food buffs: 5-minute duration, tiers stack additively, but eating multiples of the same tier only extends the timer (no more stacking exploit).
Added pet fusing mirroring charms (common pets can now drop repeatedly; fuse up to legendary at +125%/×3).
Added Total Boss Kills and Total Level leaderboards.
Fixed a leaderboard sync outage caused by a Firestore rules field-name mismatch (renamed the field client-side, no console changes needed).
Minigame fixes & redesigns
Fixed a visual bug in Fanfare where the correct-hit glow flickered from a circle into a square on some Android GPUs (was a shadowBlur artifact — switched to the game's sprite-based glow).
Redesigned Bluff: added a genuine "tell" during the peek instead of it being a blind 1-in-4 guess; retuned peek times per mode (1.0/0.75/0.5/0.25s).
Rebuilt Turn Undead from the ground up: real drag-to-aim (touch position actually matters now), 4 undead types (Wisp/Ghoul/Wight/Revenant, 1–4 hits), threat telegraphing (warning cue + danger ring), marble-bag spawn system (4 five-second "bags" that skew harder toward the end for a real "push, it's almost over" finish).
Zoomed the Turn Undead camera out so incoming undead are actually visible on the sides on portrait phones, and fixed the purify/hit explosion effects firing at the wrong (pre-zoom) position.
Fully rebuilt Intimidate as "Staredown" — press-and-hold, ignore the monster's fake lunges, release only on the genuine "crack" cue. Replaced the old left/right tap-the-lit-zone game after feedback that a first pass (Flinch War) was too similar to the original.
Rebalanced Intimidate's scoring after the rebuild — it was more fun but paying out ~2.7x less than the old game; scaled per-hit reward back up to match old best scores.
Plenty more fixes/changes to come (im open to the idea of changing some of the mini-games in skills, NOT LUTE, thats set in stone, but many others could certainly use some work)
If there is any game that you dont like, cant enjoy, cant get a decent score on, please let me know so I can work on it, guided by your comments/suggestions.
Thank you again to all you regulars, you're what makes me keep going!
