Thanks for playing. I can't thank you enough for being a consistent playtester lmao.
Locking tier 2 reagents behind an upgrade seems a bit punishing and it messes with my muscle memory but it works if you want to give the player a sense of progression.
Agreed. I actually changed it to have tier 2 unlocked by default between you downloading the game and posting your comment, so there's that.
Every time I play alchemickal it takes me a while to readjust my muscle memory and remember that Ice counters electricity but not fire and electricity counters ice but not water. Took me a while to get back in the rythm.
Do you think I need to state these relationships more explicitly? The player has to either read the individual enemy entries or just figure things out on their own. I don't want to hand hold, but maybe there should be some sort of general weakness chart.
Color coding is still off: Fire explore should be fire colored instead of red, neutral ice and water enemies are hard to distinguish when they're being summoned which can end your run if you're trying to scythe one of those neutral enemies and you realize too late that it's a cryo mine instead,
Fair, the neutral and ice enemies really do look alike when spawning. Fixing it now.
Turrets are fine in small rooms but in larger rooms like the boss room they can feel unfair when they're shooting from off screen. The turret rotation noise is a little grating.
I can limit their maximum range, I suppose. Maybe add a tiny aiming laser too.
This type of room is satan incarnate and it was responsible for most of my failed runs.
Same, honestly. Maybe I'll make the pits smaller, or just remove the room altogether.
I think you've got a room balance problem on your hands: The ones with pillars you can move around are super easy, the ones with small pockets you can hide in are also more forgiving, the other ones feel completely different and so much harder especially in the upper floor where you have no room to maneuver and doge the initial attack by the whole wave of watchers.
What's your suggestion? More homogenized room shapes? I don't disagree, the room shape impacts the combat a lot, but I think it's good to have inherently harder rooms and easier rooms. I'll take another pass at the layouts.
Once I unlocked tier 2 I started using steam + electricity + ice and that's a combo that clears rooms of all enemies fairly easily. I never felt the need of experimenting or mixing my tactics unless there were a couple of enemies left to speed things up.
This is a recurring complaint with the game, which is born out of the lack of content. There is only one enemy faction with a set of baseline weaknesses, so if you find a combo that's good against them, you win. I could nerf the electric damage bonus when wet, I guess.
idk if it's even viable to use anything but revolver + AoE mix on hard.
Melee is viable, it's what I mostly use. It is definitely riskier and takes a special kind of confidence to use, so I really can't blame anyone for sticking to ranged.