thanks for the feedback.
on the crosshair vs weapon, I played with the camera/weapon placement to get them as close as possible, but you are correct the weapon is very slightly down/right from the crosshair. I tried a few things to make it visually come from the weapon, but move to the crosshair “path” but everything I tried looked really bad. Something for me to do some research on.
the red fire walls vs the red fire barriers… that is a good observation and something to look into making more similar if I do something like this again (and why it is really good to get play testers that aren’t part of the dev team… I had my kids play it, but they did see me working on it and running my own play test runs… so they might have picked it up from my plays)
on the weapon cycling, I didn’t want to rely on a scroll wheel (we had originally planned on controller support also, but that got dropped - which wouldn’t have had a scroll wheel) - I think scroll wheels are basically ubiquitous now, so that probably shouldn’t have been a concern. but I do agree putting it on the scroll wheel would have been nice. you probably wouldn’t be surprised how many rockets I shot when trying to switch from the ice spray to the blaster after I picked up the rocket in play testing for that very reason.