Hey, thanks for playing again! It seems I can always count on you for DD feedback. I'll play your demo first chance I get.
It's very easy to accidentally add an element you don't want by trying to move too early
I agree, I've done that a few times myself. Unfortunately I don't see a way to fix this, we'll just have to be more careful when mixing stuff. In my opinion this pales in comparison to the issues brought on by the past alchemy control schemes.
Forcing you to stand still while mixing elements makes things harder which I assume it's intentional but it also makes it harder to go for bigger combinations.
It is intended. The player can choose between quickly making simple mixtures on the fly or taking the time to hide behind cover and make a more powerful mixture. I might buff the high tier chems to compensate for this indirect nerf.
I'm not sure if the super effective damage is better or simply more evident...
If memory serves me right, I did make the damage numbers more obvious. It could also be due to the tutorial showing you what super-effective damage looks like. Either way, I'm glad it's clearer now.
... the rest rarely deal enough damage to kill you when you can chug healing like nobody's business.
Funny that you mention that, I'm thinking of adding "hard damage" to Hard mode. That is, when you take damage, some percentage of that damage takes away from your maximum health. For example, if you take 40 damage and half of it is hard damage, your maximum health would lower to 80. Your max health would regenerate over time or upon clearing the room. What do you think of that?
Upgrades are interesting, the scythe damage one is great, but I spent all the other points on the alchemical tank ones since they're always useful and the rest seem situational.
That's fair. Keep in mind that you can only play 1/3 of a run at the moment, you'd have enough scrap to get those more situational upgrades in the full game.