Refining the Experience: Iteration After Playtesting
After last week’s playtests, the team moved quickly to implement key changes to Hoard.io v2.0:
Aligned the damage indicator with the camera
Adjusted health and shield drop rates
Prototyped a working weapon drop system
Players who tried the updated version appreciated the improvements—especially the clarity of the weapon swapping prompt and the new visual feedback. However, confusion around the upgrade system persisted and became our next major focus.
The group also explored new ideas, such as implementing a melee combat system, which is currently in early design.
Drawing from Fullerton (2018, Ch. 12), we discussed the value of player-driven decision-making. This inspired a planned upgrade menu with three clear upgrade paths: Survivability, Aggression, and Tactics, to give players more control and replayability.
















