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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.