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One More Night: Bug Hunt — 16 Fixes & Mobile Support

Today we ran a systematic bug hunt using Playwright browser automation — testing across desktop and 6 emulated mobile devices (iPhone 14, iPhone SE, Pixel 7, Galaxy S23, iPad Air). We found 20 issues, fixed 16 of them, and filed the rest for later.

Weapon Balance Fixes

Three weapon bugs were silently affecting gameplay. The Flamethrower wasn’t getting faster when upgraded — its upgrade() method skipped the base class fire rate reduction. The Shotgun was gaining +2 pellets per level instead of +1, making it exponentially overpowered at high levels. And the door hit cooldown used wall-clock time instead of game time, so zombies could damage doors during pauses.

Better Gameplay Feedback

The kill counter used to show total kills across all waves while “X enemies” showed the current wave’s count — creating a misleading comparison like “Kills: 9 / 26 enemies.” Now it shows wave-specific kills: “9 / 26 enemies killed.” Total kills are still visible in the pause screen.

Coin rewards now accelerate with wave number instead of scaling linearly. Wave 10 earns 31 coins (was 23) and wave 20 earns 75 (was 43). Late-game survival is more rewarding.

The shop also got touch feedback — tapping an upgrade you can’t afford now shakes the card and shows “NOT ENOUGH!” instead of silently doing nothing.

Mobile Support

This was the big one. One More Night was desktop-first, and it showed on phones:

Polish

Play it now at night.echoforge.games.

— Bruno