First playtest: the clouds were passing straight through the fuselage walls into the cabin. Pretty, but also pretty distracting when you're trying to spot a green viper under row 18. Killed the volumetric cloud geometry entirely — replaced the exterior with clean gradient sky planes visible through the window cutouts, and shifted the rendering budget to cabin detail: emergency floor strip lighting, seat headrest textures, galley cart geometry. The second problem was worse. Right-click to shoot? On a laptop trackpad? Nobody right-clicks fast enough to zap a rattlesnake mid-lunge. Remapped the whole control scheme: spacebar for precision taser, F for EMP shockwave, arrow keys for turning, C for crouching under seats. Now it plays like a game instead of a tech demo. The lesson: build the full feature first, then play it yourself and listen to what's annoying. The clouds looked great in screenshots. They were terrible in gameplay.