The big glow-up
Then came the session where everything leveled up at once. The flat gray surrounding the tank — which I’d stopped noticing — was quietly flattening the whole scene, so I added a soft, blurred botanical background. The tank suddenly had a place to live.

I also rebuilt the HUD into clean little cards — money, followers, and a status pill showing cleanliness, temperature, happiness, and hunger at a glance — and gave the bottom of the screen real controls (Relax, Feed, a day/night light toggle). By this point I had art for every creature I’d made, including a proper axolotl. Add bubble trails that stream off fish as they dart around, and feeding that actually responds to a hungry fish, and the tank finally felt alive instead of just animated.
This was the moment it stopped looking like a prototype and started looking like a game.