I had a few core things I wanted to refine and adjust from the original, particularly in the feedback department…  Since the controls for AutoFire are similar yet different from a typical roguelike, creating an experience that is easy for beginners is a continual work in progress.
In terms of driving, I simplified the grip meter to make it easier to do the “drift racing†style actions that people wanted to do, and then added new cues to help people understand their current speed.  For combat, there was a lack of understanding of when damage was being done, so I improved damage and attack feedback as well as gave users more information on the HUD about the weapons they were using.  World generation got a slight improvement, and the difficulty was increased from the admittedly easy 7DRL release as well.

Changelist for v0.2:
- UI: Grip meter no longer has two halves.
- UI: Highlight weapon that would be fired when targeting enemy
- UI: Display stats in the target panel of the weapon that would be fired
- UI: Display ghost cars in quantity matching speed. Â 3 moves/second shows 3 ghosts.
- UI: Improved display quality and sorting of damage text.
- Graphics: Skids now show smoke where the player was.
- Graphics: Changed world tiles from crates to buildings.
- Graphics: Projectiles now visibly move from source to target.
- Graphics: Dropped loot now slides from source to its resting point.
- Gameplay: Added line of sight checks for player and enemy weapons.
- Gameplay: Grip no longer goes below zero, and will start to recharge if the player faces in the move direction.
- Gameplay: Barrels explode and damage/destroy things nearby.
- Gameplay: Repair values of wrenches and armor patches were halved.
In the past week I’ve gotten some good feedback, some of which I’ve been able to act on.  The first bit is that folks are excited about drifting and controlled skids in the game, and I realized that by allowing players to drop below zero grip (into the red) is really punishing…  It’s very hard to regain traction without crashing.  I updated the game to not allow the grip to drop below zero, so a moment of control will allow players to get control back…  This makes it a little more about deliberately losing control and then regaining, Ridge Racer style.  This is something I want to continuously refine, and supplement with skid marks and other speed feedback.
I also added a “preview” in the grip meter of how much grip you’d lose if you do a maneuver at that moment.  It’s difficult to figure out the right type of feedback for a keyboard-driven game like a Roguelike.  I wanted to keep the “one input, one turn advances” feel of a typical Roguelike, so it’s hard to give much information about what your next action will result in (without mouseover or two-step advancement) .
Some others suggested that the game was too easy, which I won’t deny.  I was pretty stingy with the drops early in development, but for the 7DRL release I worried that all the work on weapon upgrades I did wouldn’t be noticed, so it ended up pretty generous. The goal eventually is to create situations where you have to drive fast to get the extra attacks and stay alive, so it’s definitely a goal to balance things better. Once I get enemies obeying line-of-sight (haha) and reduce their hit chance firing at a high-speed target you’ll have more tools at your disposal and I can crank up the difficulty.
Day 5 of the 



