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.