I finished the demo on hard.
I'm damn proud, good job.
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.
That is precisely the case, the only enemies in the game right now are trash mobs that are only meant to test the player's ability to figure out and exploit basic weaknesses. It doesn't help that they're all from the same faction and thus have basically the same weaknesses, meaning a lot of the available combos just have no purpose right now. Future enemies should be more varied and complex, hopefully warranting the use of more varied chemplay.
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.
Indeed, you can easily roll with the same mixture to kill everything in the build you played. I've since rebalanced the enemies, making weaknesses and resistances more extreme to force players to switch mixtures. Most notably, I made the poison Mines resistant to corrosive and the big Watchers resistant to fire.
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've received this suggestion from multiple playtesters, maybe it's about time I give it a whirl. I'm a bit against it due to it limiting the amount of combinations you can make, but now that I think about it, I could make it so you can expand your tank size with an item/upgrade during a run. I'll give it some more thought.
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.
I'm not doing any pooling right now, I should probably get on that soon.
I think I found a bug, or at least I think it is not how it should work
That is a bug, thankfully I don't have to fix it. A playtester pointed out how destructive/circular reactions are pointless and only serve to mess you up when you fat-finger the wrong key, and I agreed. I've since made it so chemicals that cancel out cannot be mixed together at all, e.g., the hotbar will flash red and error if you try to add a plasma to a water, and removed all circular reactions. I may rework this again.
Thanks for playing and for the extensive feedback! Pleasantly surprised to see it given that it's been a while since the DD ended.