Cleaner hit feedback, better telegraphs, and less visual confusion during chaos.
Input smoothing, animation blending, and “instant understanding” of what changed.
Frame-time stability, lighting sanity checks, and memory cleanup (especially VFX).
Short intro flow: basic movement → shard switch → first meaningful combat.
Rewards pacing, unlock cadence, and “one more run” energy without grind.
Minimal analytics for balancing + stability (no creepy data collection).
Bosses designed around shard interaction: environment + fusion mechanics.
More combinations with real tradeoffs — not “bigger number”, but new tactics.
Dynamic hazards, roaming threats, and “the world is alive” moments.
Small mode set done well (quality > quantity). Ranked comes later.
Spawn fairness, clear counters, and anti-stomp pacing so matches stay fun.
Match stability first: disconnect handling, reconnection, and sane timeouts.