Wolfy gets 2.5 shots per energy power up and had a recharge at 4 seconds per shot, making her the least efficient character when it comes to energy. While true she has 12.5 shots to start with, it can quickly dwindle down. That in addition to her cool down in between shots and slow speed make it very easy for her to either run out of energy while surrounded by enemies resulting in what might be a instant loss (Which could be taken care of by the mechanic you intended to add) or take damage due to poor crowd control. One thing you could do is give her more value out of the speed and shield power ups, making them have a better effect or last longer, and another thing you could do is make her shots AOE or fire 3 spells for one shot. These would make it more rewarding and fair to play Wolfy while also making it still difficult, though if these hypothetical changes were to be implemented Wolfy might have to see a slight nerf in some other area of her kit just to keep her balanced.
is make her shots AOE or fire 3 spells for one shot
That’s exactly the mechanics I want to add for the upcoming characters :D
Squirrly will fire 2 bullets per shot (initially I want to implement that through familiar mechanics [not implemented yet, but mostly requires only graphics, coding part is easy]) and Lizzy will make use of AOE [mechanics is already implemented] also Deery will have piercing bullets [mechanics is already implemented], that will also have some efficiency of AOE.
Actually I think I indeed should prioritize now implementing familiars, as I also see that while Cheety and Foxy don’t have powerful familiars, those start playing an important role from Wolfy and later on.
Meanwhile I’ll also add more speed and shields to Wolfy and we’ll see how it works out. Maybe also add her a short shield when she shoots, as I planned originally.