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(+1)

Controller isn't registered.

Camera panning feels a bit to abrupt to me. Tutorial Level already clearly feels generated and a bit empty, especially the outside Walls between the Rooms are just a big flat Texture and do sometimes make up quite a bit of the Screen.

I like that you actually have to look at the Sign, instead of just hovering over it or being close. I don't like the swinging Animation, it feels weak.

Why is me falling into the Pit in the Tutorial returning me to the main Screen?

Second Time going through the Tutorial caused a few massive Freezes right when clearing the Path with Fire.

Once when Dying Camera quickly panned into nowhere, looked like a Bug.

No Idea whats effective against Purple Enemies, nothing seems to do bonus Damage, wasting Time standing still to change Alchemickals doesn't feel very good, why isn't this just tab to clear and 1-6 for chemicals or something, but bound to movekeys? I'd prefer left to melee, right to shoot, shift to self instead of only having access to 2 at a Time, and overall Melee doesn't feel like it's worth it, since you're almost always getting hit by Enemies when going close to them, or at least risking a lot for not enough of a Reward.

The Snipping animation is nice, but use some Particles I think.

You can freezelock Minibosses making their Fight trivial, Diagonal Hallways look horrid.

It gets a bit getting used to, but once you get used to the Controls for swapping Elements quickly, and I assume learning the Element Combinations and Weaknesses by Heart, it quickly becomes a no-thinker, so you can focus on Dodging and attacking, which is nice. It also doesn't take a long Time to get used to it.

Some Enhancements or Weapon Powerups felt a lot more useful then others, but I think you need more Playdata to know for sure which should be changed.

Level Generation on a more Macro Scale is too simple, I found myself very often backtracking to get the last remaining Room or find the Portal because I went in the wrong Direction initially. You could use more Loopbacks on other Rooms, more interesting Room Designs, more Props to make Rooms or Floors feel unique, Player attack Animations could feel better, mostly melee tho, and you only have 2 Enemy Types, suiciders and floating Balls shooting Lasers, you could use a lot more. Not only distinct Colors, but also potentially distinct Models and behaviors for different Elements. Or at least in some Instances, you could and probably still should seperate Elements from Enemies overall.

There's too little going on with the Environment. If you don't have dodge-through, you just get stuck on useless Crates taking forever to clear, if you have it, they just sit in the Way. Early on they're great as Cover, but that becomes less useful later on I feel, and you could do much more with it, creating Damage or Healing Zones for yourself or Enemies, or other Things I can't think of right now.

(1 edit)

Heyo, thanks for playing and for the extensive feedback! Hope you had some fun at least.

Controller isn't registered.

I have no plans for controller support at the moment.

Camera panning feels a bit to abrupt to me.

In what way? Like in the transition from spawning to giving the player control?

Why is me falling into the Pit in the Tutorial returning me to the main Screen?

It's kinda funny.

Second Time going through the Tutorial caused a few massive Freezes right when clearing the Path with Fire.

Are you on Linux by any chance?

No Idea whats effective against Purple Enemies, nothing seems to do bonus Damage

There is no set weakness for electric enemies so they fall back on the base faction weakness, so the purple robots are weak to corrosion. I'm well aware this is poorly explained, I'm thinking of just making electric enemies weak to ice or something even if it doesn't make much sense intuitively.

wasting Time standing still to change Alchemickals doesn't feel very good, why isn't this just tab to clear and 1-6 for chemicals or something, but bound to movekeys?

This is how the game used to be. Using 1-6 for mixing makes it hard to reach the bottom row of elements without either uncomfortably stretching your hand or taking your fingers off WASD, whereas QWEASD lets you keep your hand in the same spot. I've since added a brief slowdown effect when you enter mixing mode to my experimental build, it seems to alleviate the issue of standing still.

The Snipping animation is nice, but use some Particles I think.

I'm not sure what animation you're referring to. Did you mean the gun spin in the main menu?

You can freezelock Minibosses making their Fight trivial

Awesome that you found that out. It's a miniboss in the first part of the game, I think it's fine to let smarter players bully it with relative ease.

Diagonal Hallways look horrid.

Would you prefer all hallways to be rectangular? Alternatively, I could try making slanted walls for diagonal halls so they're less aliased.

Level Generation on a more Macro Scale is too simple, I found myself very often backtracking to get the last remaining Room or find the Portal because I went in the wrong Direction initially. You could use more Loopbacks on other Rooms, more interesting Room Designs, more Props to make Rooms or Floors feel unique

I've since added a map that you can use to better pick what path you'll go down, should help with some of the backtracking. I agree, though, the map generation is quite simple. I plan to add more base room shapes.

Player attack Animations could feel better, mostly melee tho, and you only have 2 Enemy Types, suiciders and floating Balls shooting Lasers, you could use a lot more.

Indeed, I have a lot more enemies to add. I plan to do another pass on the player animations when I less pressing things to add.

Or at least in some Instances, you could and probably still should seperate Elements from Enemies overall.

You mean having enemies that don't have a specific elemental association, or that can use multiple elements? I've been thinking about the former, it's gonna be a bit hard to design unique enemies if they all share the same weaknesses. 

Early on [props] are great as Cover, but that becomes less useful later on I feel, and you could do much more with it, creating Damage or Healing Zones for yourself or Enemies

I could add some more interactive props, I suppose. I could always have more barrels of different types, but that's a bit boring.

(+1)

I initially thought this would support Controller, my mistake.

Camera was meant for moving it from above the Player to below the Player quickly. It should jump to show more of the Area below like it does, but it felt to drastic of a change to quickly.

I tested this on Windows when the Freeze occured. 

I think it's fine if Electric is weak to corrosion, but like with all Elements it should probably be explained/showcased somewhere.

I understand the qweasd instead of 1-6 better after playing for longer, with a brief slowdown instead of stopping, it might work better. It's mostly a Thing of getting used to I think, don't know how Players might be getting put off directly by it tho. (But it is lots better then the usual selection Wheel popup)

I ment the snipping Animation of your Shopkeeper.

If you generate diagonal Hallways, I'd probably prefer Diagonal Walls instead of the current jerkiness, yes. But that comes with level Design, if you adjust the overall Level generation, you might not need or generate Diagonal Walls at all, Hallways currently serve no purpose anyway, so if you generate more interesting Roomshapes then just Squares, and just connect them with as short as possible Halls for connection Purposes, you might circumvent the entire Problem. I wouldn't work on new Wall Elements right now probably, and put that off until you've finalized the Dungeon-creation, and then come back to it for a final polish.

As for Enemy/Element disassociation, I ment allowing Enemies to still have different Elements. So you don't have just balls of random Elements, but more Enemy options. Like a Jerboa spawning, but still color-coded for its Element. Potentiall skew Element variation in Favor of the Enemy, so some Enemies have a higher Chance of being of a specific Element, or no Element at all, maybe some Enemies that have fixed Elements, that then act according to that Element. Like if its an Electric Enemy, lean into the spreading of the Damage, if its a Biomatter Enemy, have it heal others etc.

As for Level Generation, more Roomshapes is a good Start, but you could do a lot more with it. Levels looping back on themselves with you passing by a locked Door to the Exit initially, and having to traverse the whole Thing to get the Key. There's lots of Options to improve Map generation.

I think it's fine if Electric is weak to corrosion, but like with all Elements it should probably be explained/showcased somewhere.

Maybe I could add more elemental dummies to the tutorial, maybe split them into more rooms. The manual does tell you the weaknesses of each enemy but I don't think anyone's really reading that.

I ment the snipping Animation of your Shopkeeper.

Oh, the portal opening one? It does have a particle effect, but I can see about adding more.

Hallways currently serve no purpose anyway, so if you generate more interesting Roomshapes then just Squares, and just connect them with as short as possible Halls for connection Purposes, you might circumvent the entire Problem

I've considered that before, the hallways incur a lot of downtime. I'll try it out.

Potentiall skew Element variation in Favor of the Enemy, so some Enemies have a higher Chance of being of a specific Element, or no Element at all, maybe some Enemies that have fixed Elements, that then act according to that Element. 

I understand what you mean now, making the enemies get dynamic elements rather than fixed variants. That's a good idea for variety, though I'd still have to manually make textures for each possible combination.

 Levels looping back on themselves with you passing by a locked Door to the Exit initially, and having to traverse the whole Thing to get the Key.

Could work, but it's definitely on the backburner.