2 weeks later, i'm back
7 or so tries, 1 final level reached, 2-3 2nd to final level
jesus christ it gets tough. i was determined to try and beat it but it seems i'll need more practice. i have a few additional notes - i'm sure a few are outdated, but it doesn't hurt to share
>i switch guns when i empty a magazine if i'm fighting and i don't feel like waiting for the reload. switching back to the empty-mag gun will do the switch, and my character won't react until i click to shoot, at which point he reloads. it would be nice if the game would automatically trigger a reload if i switch on an empty mag gun.
>the devastator trivialized a lot of fighting, probably needs a big nerf
>how does the expendable bazooka work? i can't seem to reload it? is it a one-time shot? if so, i shouldn't still hold on to it.
>some weapons (grenades and short ranged explosives) seem weak. i would swap them out as soon as possible.
>i saw that you are revamping the item comparison UI. it could get confusing trying to compare data, especially since there's a lot of stuff to compare. don't have any ideas for this part, but the ones posted in the thread seem to be an improvement
>i don't like that ammo counter is separate from the ammo-in-mag counter. the issue is that i don't like having to look at multiple things to get a gauge of my current standing. a clearer indication of "you are out of ammo, all that's left is loaded in your mag!" would be nice. perhaps the background color of the "fill" that symbolizes current mag ammo can turn red, or something like that. it's not a pressing issue, but i can imagine someone frantically checking their ammo while fighting a group - every second counts! if you save one glance, that's more time to react in the fight.
>special enemies are underutilized. this refers to the green hoppers and the pink crabmen - you could use more of them
>projectiles are a danger, but it feels wrong that a group of 3 plant dudes on the other side of the map still pose a threat to me by firing their red balls
>the laser (especially the 5-shot star laser) is blinding. hard to see incoming projectiles due to how bright the laser is. perhaps intentional design, but worth pointing out.
>would be nice if there was some indication of level size on the minimap, so i know when i am approaching a map corner. this is an issue for me in the lategame pink maps, where i am trying to circlestrafe and accidentally corner myself.
as i said before, can't wait to see more. i'll beat TGIG.... one day..