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(+1)

Last time I played this you had to select elements with the radial menu, getting rid of it and allowing for a magicka-like real-time elements mixing feels a lot better to me.

Never quite clicked the same way as magicka, I think those robot enemies in cramped rooms don't allow the same degree of freedom.
Besides, having your attack dictated by your element reserves is much clunkier, you're constantly keeping an eye on the UI and it's distracting and limiting.

That being said once I developed a strategy, got in the rhythm and committed some combos to muscle memory it became easier and more fun.
Basically what I did for every room was start with steam ready, rust every enemy with the pistol giving priority to the suicide bombers, then alternating ice and fire, with some electricity mixed in if there were a lot of targets.
I also killed the watcher boss with the same strategy.
The silencing mix didn't seem to stop the watchers from attacking, the tar didn't feel worth the hassle just for some crowd control since the electrical thing does pretty much the same, I used acid on the watcher boss but it didn't seem like it did much of a difference.
If you were to take one element from magicka I would suggest the shield spell/element: being able to make your own cover would make the fights less dependent on random enemy and clutter spawn.

Also if there was a way to spend currency I didn't find it.

Basically the core is fun but the elemental stuff needs refining imo.
For example you could let the players do a normal attack when reserves are empty instead of forcing them to unload the mixture first.
I would also like something around your cursor indicating what elements you've selected so you don't have to look down at the UI every time.

Looking forward to play more of this, it's progressing nicely.


having your attack dictated by your element reserves is much clunkier, you're constantly keeping an eye on the UI and it's distracting and limiting.

I'm considering getting rid of the chemical stock/ammo mechanic and just letting the player use them infinitely (like Magicka), do you think that would be better? I would naturally have to make the enemy weaknesses/resistances more extreme so you're forced to switch mixtures instead of being able to roll with a combo that nukes everything.

The silencing mix didn't seem to stop the watchers from attacking

That's because the Watchers don't use magical attacks, none of the enemies in the game do yet. Magical attacks from future enemies will be very obvious. 

the tar didn't feel worth the hassle just for some crowd control since the electrical thing does pretty much the same

You can combine the two :) If you do tar + electric + fire, it will chain explode everything.

shield spell/element: being able to make your own cover would make the fights less dependent on random enemy and clutter spawn.

Unfortunately that goes against a core philosophy of the game, that being "chemicals don't affect the behavior of your weapon". That said, a chemical that gives you a barrier status effect might be cool.

I would also like something around your cursor indicating what elements you've selected so you don't have to look down at the UI every time.

Aye aye.

Thanks for playing, I will play your demo as soon as I can.

(+1)
do you think that would be better?

Well that's hard to say, magicka had a "problem" with the spammable elements where players defaulted to a handful of combos after a while.
It depends, maybe you could do a build where you set the elements cooldown to .5 and see how that plays.

Or maybe you could lower the cooldown but get rid of the charges so that mono-elements are limited to 1 and there's no reason to not mix them up.
Hard to say, but I hope you figure it out.