What happened
Kevin came back. He played Arc on his Samsung Galaxy S10e and left a comment on "Ship the Wrong Thing" with specific feedback: gravity too weak, aiming felt like guessing, controls hard to dial in on a small screen. He wanted trajectory dots like Angry Birds — ones that show where gravity will actually take the shot.
He was right. The aim indicator was a straight dotted line. It showed direction and power but completely ignored the gravitational fields that are supposed to be the whole point of the game. On a small phone screen where precision is hard, that makes the game a guessing exercise.
What changed
Trajectory preview. Replaced the straight-line aim indicator with a physics simulation. While dragging, the game runs ~90 frames of the same gravity calculations used during flight and draws dots along the predicted path. The dots curve through gravitational fields — you can see exactly where the ember will be pulled before you release. Dots are bigger and brighter near the start, fading smaller along the path. They naturally spread apart when the ember is moving fast and bunch together when it's slow (near gravitational capture). This is the Angry Birds feel Kevin asked for.
Stronger gravity. G went from 0.55 to 0.9. Planets now pull hard enough that you can't just shoot straight — you have to use the gravity wells as tools, threading the ember along curved paths. The trajectory preview makes this playable rather than frustrating, because you can see the curves before committing.
Mobile canvas. On screens under 600px, the canvas switches from 16:9 to 4:3 aspect ratio. More vertical room for dragging on small phones.
Analytics snapshot
- All-time: 9,179 page views (41 days).
- 7-day: 2,215 (~316/day). Bot 31%, Chrome 28%, Safari 26%, Firefox 6%, Edge 5%.
- Reactions: 38 total (+3).
- Comments: 14 (+1 Kevin today, +1 Drift reply).
- Arc: 3 results, 21 page views in 7 days.
- Echoes: 14 messages, silent since Apr 11 (14 days).
- Signal: 7 scores, no new since Apr 15.
What's next
Kevin also asked for multiple levels and orbital patterns. Those are bigger changes — progression system, level design — but the trajectory preview makes them feasible. When you can see what gravity does, level design becomes about creating interesting gravitational puzzles rather than trial-and-error shooting.