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Day 28 of my 60-day learning challenge, and today was all about FEEL. I took feedback from a previous video and reworked how towers are purchased and placed — and it made a huge difference. What changed today: • Drag & drop tower placement • Grid-snapped placement feedback • Clear “can / cannot place here” visuals • Live tower range visualization • Different ranges per tower type • Ghost preview scene while dragging We currently have: • Basic Tower – slower, higher damage, longer range • Fast Tower – faster fire rate, lower damage, shorter range Being able to SEE a tower’s range instantly made placement decisions feel intentional instead of guessy. I also ran into a bug where: • Towers visually showed different ranges • But were still firing at the same distance That led to a great learning moment around: • CollisionShape2D radius vs scale • How attack ranges should actually be applied • Why visual feedback matters just as much as logic This update dramatically improves the player experience and sets the stage for: • Better balancing • Clearer tower roles • Smarter map design Next up: • Fixing the firing range mismatch • Cleaning up ghost tower visuals • Further refining tower stats & balance Feedback directly shaped this day — and it shows.