What I like here the most is how it's comfy low level stimulation; simply moving away from something constantly itself is nice activity. The darkness makes it also more interesting, while not being annoying at all (so for example you don't need to know what's in there, you don't bump into things). Nice energetic music and effects feel intuitive too. I don't really like the weapon upgrade system... I'd rather just find them on the field and automatically use them (even just one at a time, and lasting for some time, but you can get a new one or switch if you bump into a new weapon in the field... although the weapon descriptions are good to have, so my suggestion is maybe not so good... but a random enemy hitting lightning as a weapon doesn't sound so good to me; it's not me in control at all).
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I did consider having somr sort of collision like a river to break the arena up, but ended up not implementing it - i agree that its probably better without annoying collisions. If you hit something, its an enemy. I did consider having the fire click as a 'base' weapon, then the others as temporary powerups, though ended up going in a different direction. I definitely appreciate that the upgrade system isnt for everyone.
Admittedly I didnt really think too much about each weapon as the "only" weapon while making them, but then the upgrades made that a possibility. The lightning was originally meant to target multiple random targets but for some reason all bolts targeted a single creature so i tweaked its functionality. I think it balances the power it has by removing the control, but its definitely one thats harder to make use of as your only weapon.