I think it's fine if Electric is weak to corrosion, but like with all Elements it should probably be explained/showcased somewhere.
Maybe I could add more elemental dummies to the tutorial, maybe split them into more rooms. The manual does tell you the weaknesses of each enemy but I don't think anyone's really reading that.
I ment the snipping Animation of your Shopkeeper.
Oh, the portal opening one? It does have a particle effect, but I can see about adding more.
Hallways currently serve no purpose anyway, so if you generate more interesting Roomshapes then just Squares, and just connect them with as short as possible Halls for connection Purposes, you might circumvent the entire Problem
I've considered that before, the hallways incur a lot of downtime. I'll try it out.
Potentiall skew Element variation in Favor of the Enemy, so some Enemies have a higher Chance of being of a specific Element, or no Element at all, maybe some Enemies that have fixed Elements, that then act according to that Element.
I understand what you mean now, making the enemies get dynamic elements rather than fixed variants. That's a good idea for variety, though I'd still have to manually make textures for each possible combination.
Levels looping back on themselves with you passing by a locked Door to the Exit initially, and having to traverse the whole Thing to get the Key.
Could work, but it's definitely on the backburner.