wow thank you so much for the detailed feedback, it cant be overstated how valuable this is both for development direction and personal motivation.
The "use" button
E should be using the altar as well but it is using a separate raycast that is probably the source of the issue here. The the logic is am i within range of an intractable -> fire a ray to determine what intractable the player is looking at.
This is basically a legacy system because enemys used to drop guns and ammo that had to be picked up but that slowed gameplay down too much. So this should be an easy fix
Speed kills
I love this idea. I will implement this with the current death effects but I would really like to learn how to make gibs to accompany this. Explosives would really benefit from gibs as well i think. maybe I will do fake gibs for now.
Keybind settings
lacking this feature is pure procrastination on my part and I apologize for that. this is now a much higher priority. I loath GUI design, both system design, and artistically.
Restart button
similar to the use button issue this was puzzling to read since this is one of those "it works on my machine" type of things but ANY mouse button should advance this screen. I should have made this more clear and/or maybe there is a bug idk but would it be better if this was a button on the GUI?
Progression
I have plans to make the map expand each time you kill a boss and I have often thought about how I would incorporate corridors into the level design.
most of my ideas come down to making the player do a short linear "level" of some kind for some reason. like replacing the altar and blood cost with just finishing levels for a more traditional fps style. Or I could make mana altars that would let the player do a short level in the middle of the normal game mode for some kind of reward.
But for more open level design and progression do you think separate maps is better than map expansion or is it ideal to have both?
And i hadn't heard of soulstone survivors but I'll check out that mechanic your talking about. Vampire survivors progression is obviously a big influence on this game already so a bigger well to draw from is always appreciated.
Zapper
I need to rework this weapon to be a lot more like a flamethrower, but hitscan. I want to do some kind of volumetric fire simulation for a flamer at some point but that will be a lot of hours I think.
basically this weapon will not fire at all if the initial raycast doesn't hit because it requires at least 1 target to function, and instead of getting into the specifics of the logic ill just say I'm still learning lol.
This will be a higher priority change as well now.
Honestly a lot of things in this game that are bad I have just gotten used to from all the playtesting its easy to forget how much of an issue they really are
Explosives
All explosives have a timer and several variables that can either cause or prevent them from exploding.
for example they have a minimum number of bounces and a minimum distance from the player before making contact causes them to explode. BUT grenades always explode when the player is looking at there feet as an assist. This is a crutch to solve another bit of bad programming that should've been more similar to how rocket jumping works in quake but I rushed it a bit
This needs to be more consistent and/or explained better but it would probably feel more intuitive if I adjusted some of these variables and fixed the way force is applied to the player
Thank you again and hopefully I didn't forget anything.