> A different playtester suggested using a modifier key, like CTRL, to access the bottom row of chemicals. For instance, you'd press 2 to add one fire and CTRL+2 to add one ice. What do you think of that idea?
I'd have to try it, but attempting that right now strains my hand, I'm not a fan. I didn't want to overload my senses so I didn't try it on stream, but I was thinking of doing R and F, so it wraps around nicely around WASD. But at any rate, just in case, I don't think 5 and 6 are super bad, they're okay bindings. And they're intuitive for someone who just picks up the game.
>What about instantly filling up with a chemical if you hold its key down for a bit?
Eh, I don't like it, it feels like it'd slow me down. Maybe a modifier to do a full charge? Like Shift+2 and so forth (no idea if overloading the dash would be annoying, but it's just an idea). Although that only would make sense if it's a prevalent strategy, I'm naturally biased because full charges are all I did.
>I don't want to reduce the maximum number of charges since that would reduce the amount of combinations you can make by a large factor.
I see. Well, do what you think it's best.
>A tutorial that includes this is a high priority and should be in the next update.
Alright, but just in case, I was talking about an option in the menu that takes me to a "playground". My method of playing was to try incorporate new things in-between runs. It'd be nice if I could hop in that mode after any run to test stuff out, regardless of tutorials. I feel like for this game in particular, having a 'lab' would be thematic.