Alright, after playing it for a bit, here are my thoughts:
- I really liked the rank system. It works both as extra motivation to switch weapons and as a tool to see how well I'm performing.
- Finally managed to pull off that fire explosion combo! I did feel it was a bit underwhelming, though. I'd increase its radius a bit, considering that it's a bit tricky to perform and requires a good measure of planning.
- I'm not sure if it's my fault, but a lot of the time when I'm trying to push enemies off the map with the 3rd weapon, I end up hitting the ground instead. Maybe have it go through walls?
- Is there a way to recover health? Something that kind of encourages me to play in a more "cautious" way is the fact that I (as far as I know) can't heal. DOOM 2016's big thing was its Glory Kill system, and although I'm not advocating for it in this game, something akin to that (such as eliminating a monster while invisible) would be beneficial to it, imo.
- I'm not sure if it's a bug, but sometimes the enemy fired at me even though I was invisible. Caught me a bit by surprise.
Hey, thanks a lot for the feedback.
- One thing we were worried about the rank system was the skill floor of the game getting increased, but all the feedback so far was positive so it seems like a good change.
- I’m wondering whether the explosion should be easier to execute or be more powerful. Increasing the range sounds good since its hard to aim it.
- I believe it does go through walls. It also slighly pushes enemies upwards. I forgot to document it but its range was also increased in 1.3.
- This was something we thought about a lot regarding gaining health back, but ended up deciding to keep things as they are. The combo changes were already big enough, and some levels are already going to get changed because of them. I do agree on having an extra incentive for playing aggressive when the player is low on health, but I was wondering how to do it in a different way from “Get close to heal” and how to communicate it to the player.
- They keep firing at the spot you were last seen at. The Watcher/Sniper enemies are a bit wonky regarding their timing for firing if you get invisible, I’ll get that fixed soon™.