>If I understand you correctly, you're saying that the various status effects you can apply to enemies aren't very impactful. Is that accurate?
That, as well as how using the weakness system feels more like a convenience bonus than something that affects your survivability. You are at your most vulnerable right when you enter a room, full of traps and obstacles. Once you get a circle strafe mob going, DPS matters very little and is not worth diverting attention unless you're impatient and at no risk of dying.
>Why is that? I don't see any inherent issue with respecing during a run. I plan to delegate weapon upgrades to a special workbench that you come across between floors, that way you can't change your build in the middle of a fight, maybe that solves the issue you saw?
I don't know what plans you have for this game specifically, but locking builds is a solid way to add variability and replayability to roguelike runs. As for changing builds in the middle of a fight, that would be so hard to execute without pausing functionality that it could be a net positive IMO - as long as it doesn't become impactful enough to become a mandatory strategy.
>How about enemies that apply something on you that make you unable to heal or make healing hurt you? I could also nerf your healing abilities.
Yeah I think the healing potions are in dire need of some serious nerfing, as they are completely dictating the game right now. Once you no longer have to assume the player is at full health at all times, damage output could be rebalanced overall.
>I get that comment quite a bit, I'm not sure why. Is it because the visuals are relatively polished?
Yes.