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:
- HUD scaling — All HUD elements (hearts, text, XP bar, counters) now scale 1.5x on mobile for readability
- Nav icons — Bottom navigation scales 1.3x on mobile with larger labels
- Level-up cards — Text scales 1.4x with word-wrapped descriptions so you can actually read ability names
- Orientation prompt — Portrait mobile users now see a “ROTATE YOUR DEVICE” overlay via CSS media query
- Device detection —
isDesktop()now correctly handles Electron, iPad with keyboard, and other hybrid devices
Polish
- Added an inline SVG favicon (no more 404 on every page load)
- Attribution text repositioned above the nav bar (was hidden behind it)
- GameUI scene hidden during level-up overlay (timer and HUD were drawing over the ability cards)
Play it now at night.echoforge.games.
— Bruno