I finished the demo on hard.
Most of my time and runs were spent on trying to figure out if there could be a better key bindings.
Taking fingers off movement keys to change chemicals is not ideal. I have a mouse with extra buttons, which made the game easier.
I gotta say the game doesn’t really force me to switch chemicals mid-combat. I don’t think my Magicka Wizard Wars exp really translates to Alchemical. There are many status effects and chemical combos that don’t feel that useful, but that might be because the game does not have that many enemies, and you just have them ready for later.
Pretty much all enemies are weak against corrosive damage (given they are robots), and given fire also mixes with that, I need to go with freezing. Two corrosive and two freezing killed fire watcher enemies in one shots, and fire mines in two shots. Electrical watchers and other mines needed 3 and 2 shots. I could switch to different chemicals with fire against them, but honestly given the tricky control scheme, I found it easier to just shoot multiple times instead.
I tried melee only runs, but timing on dodging exploding enemies was too tricky for me.
I think a good practice is clearing exploding fire barrels before entering combat rooms. Leaving them is way too risky just to get environmental kills. If that is not how you want players to play, then I guess you could spawn barrels together with enemies.
I think the game would be better if the camera was more farther away. I would like to be able to see more enemies on screen. Many rooms felt too small for all the action and barrels.
As for improving controls, I have already mentioned on the inner council stream how a modifier key for different chemical row could lower the number of necessary keys. I also think it would be a good idea to limit chemicals to 3 slots rather than 5 (not counting combos), that is one of the changes that Wizard Wars made to the original Magicka to make the game more fast-paced and I think it worked very well.
I experienced some fps drops the first few times when using chemicals/destroying barrels. I imagine it is caused by you instantiating things before you pool them. I think it would be beneficial to pre-instantiate some more used game objects into your pools at dungeon generation.
Bug Report:
I think I found a bug, or at least I think it is not how it should work:
>Make Steam with Water and Fire
>Add Plasma
>Cancel them out with Freeze
>Add Plasma for testing
you are back with 1 Plasma Chemical that still costs water and fire and freeze, because cancelling steam with freeze does not clear them properly.