Thanks for playing!
Had no trouble with the tutorial, but the first room of the first level sure made me feel retarded. I think you should leave the enemies inflicting status effects until just a little bit later
Fair. I want to make a new tutorial that you actually fight enemies in, in theory it'll help bridge the gap between learning the mechanics and being in an actual fight.
Something that really sucks is that I can't break barrels with the pistol. Why? That caught me off guard a few times.
The barrel model actually isn't tall enough to reach pistol-aiming height, that's why. I had the collider extend past the model before this build, but that made the sentries unable to aim at you through a group of barrels, so I changed it. I think I'll make a new barrel model that's the right size.
Make the map generation result in less empty hallways since those kill the pacing a little bit, but that might be personal preference.
Sure. I want to add portals at the end of room chains that teleport you back to the start room as well, should help with backtracking.
Why not make it so each element is a different attack? That would make mixing them way more fun.
Tempting, but I'm not sure how that would work. I designed the game with the core idea that elements don't dictate the behavior of your weapon, that's why you actually have dedicated weapons instead of Magicka's amorphous "cast" button. Not to mention, how would that logistically work? How does a fire scythe swing differ from an ice scythe swing? Or a water swing? Or a water + ice + poison swing? It is definitely a cool idea, don't get me wrong, but it seems infeasible.