Great fun, super tight and polished. I was not expecting it to be so nice and flowy, I guess the graphics gave me the wrong impression. Super charming art, I love the variety of crabs. I have no complaints, it's ready to go up on Steam. And of course, thank you for including my little fella!
rodbotic
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Here are some thoughts as I play.
- Really cool title screen art.
- Went with WASD controls.
- Interesting visual style, is it posterized and downscaled 3D?
- I was not expecting this little wizard fellow to have a parry.
- The dash feels kind of stiff, I'm not a fan. The VFX leave a lot to be desired, and it feels like it barely covers any ground for the amount of sound it makes.
- Combat seems interesting from the little tooltip video. So I'm assuming every skill has both ranged and close-quarters behavior? Am I getting that right?
- Went with the cyclone skill, i.e. Mercenary's dash from Risk of Rain.
- I'm not sure what the blue bar under my health is. Mana? But I can still use my fireballs without it?
- Seems I was mistaken before, the shift + click thing is a finisher rather than a dedicated move. I'm not sure if I misread something or just didn't pay attention before. My bad.
- I can see I'm applying statuses to enemies, but I don't really know what they do. I can only assume it doesn't really matter as far as strategy goes, maybe beyond electrocuting wet enemies.
- I'm not sure why the execution move sometimes causes a Judgement Cut thing across the whole screen. I don't remember picking that.
- I keep forgetting to use my ultimate ability, it's very out of the way. Maybe add a normal hotkey indicator for it, if not a dedicated one on top of the screen.
- Beat the final boss with relative ease, he wasn't doing much of anything.
- Environments are cool while simultaneously feeling kind of barren. I can't put my finger on why, but they look like they could use a bit of extra polish to really thrive.
- There were a few instances of enemies getting stuck in walls in the Lust rooms, which took me a while to figure out. I also sometimes get stuck in tiny wall lips, which is annoying.
- There are occasional elemental interactions happening, I think, but like I said before, they feel more random than anything pre-planned. I'm not planning any of them, I'm just clicking buttons.
- Killed the second boss, the imp girl. It was kind of hard to tell what the hell was even happening, the fake 3D makes it difficult to gauge where she is and what she's doing when she jumps into the air. This is a complaint I have about enemies across the board, I suppose: it's hard to tell what's happening with them. What attacks they're doing, what state they're in.
- I seem to have broken the game trying to enter this portal. My character is running in place forever. Oh well.

This was a really surprising find, there is way more content here than I expected. It's a shame my run ended like this, but whatever. Some parts still feel rough around the edges--a lot of them do, but some of them I'll chalk up to the game's style and design. I had a fun time, and I'm excited to see more. Keep it up!
Thoughts as I play.
- Picked the ninja lady since I did the other one last time.
- Nice wall shader, but I think it looks a little poor in motion. Maybe reducing the noise scale will help, or possibly feathering the edges.
- The character animations are ok but leave something to be desired. They feel stiff and a little sluggish. The shimmy when crab-walking is the most glaringly poor one. Nice hair and boob physics, though.
- I agree with the other playtester who said this feels more like a bunker than a space level. Maybe look into Sytem Shock 2 environs? They pulled that vibe off well.
- Ooh, human enemies. They're cool, but kind of easy to dispatch. You can stagger them indefinitely with ease. I like their design, though.
- Had a random freeze, I assume I hit a loading trigger of some sorts? Maybe Poonity is freaking out.
- Ran out of ammo fighting some guys, but I had a grenade! Cool.
- The barehanded animations are so goofy, I love them.
- I ran out of ammo a long time ago and couldn't find any more, so I just have a pack of 20 guys following me. Maybe a melee move is in order? A simple 1-damage kick?
- Enemies seem to cull out a little too early, as in they disappear from the edge of the screen abruptly.
- Reached the end room. I had not, in fact, found a flamethrower.
I think that's all I really have to say, honestly. My appraisal hasn't really changed from the last time I played this. Keep it up and I hope to see something more "official" soon, i.e. a proper polished level.
Nice to see you again, friend. Here are some notes I wrote down as I played.
- I wish there was some audio in the main menu, I thought my audio was broken at first on behalf of the silence.
- I'm jumping straight in without reading or doing the tutorial.
- Beat the first room with ease. I like how the player handles, and the gun feels juicy despite its simplicity.
- No clue what the door symbols mean, I went with the green "B" room on a whim.
- I wish there was a way to aim down. I understand that this is likely a self-imposed limitation on your end, but still.
- Took some damage but finished the second room. Went for the cat buddy room next.
- Took more damage but still haven't died. The focus mode when holding space is pretty useful.
- Finished the third room, which was a health room, without taking any damage.
- Figured out how to use my secondary weapon with C. Oops.
- What does the cat buddy actually do?
- The green secondary weapon that launches a roller mine sucks, at least in this version of the game. I haven't tried the red weapon yet, but I can't see anything being better than the blue dash.
- Well, I beat the game. That was fun! Easy, I didn't die once, but fun.

- Went ahead and played the game again to find the red weapon. It's ok, but still doesn't measure up to the blue dash.
I had a good time. I think this could be fun, though I'm not sure how much you can realistically squeeze in terms of content. It feels like the game is already at a bit of a ceiling without introducing brand new mechanics, like items/buffs and whatnot. The blue dash is super busted, there is no reason to use anything else in the game. Hell, you get so much ammo that you don't even need to shoot after farming for a room or two. Keep it up, excited to see more.
Thanks for playing!
add fps limiter
There is an FPS limiter in the video settings tab.
does the mix reset when right click? not sure if i prefer that
It does, you can turn it off in the gameplay settings tab if you'd like. That's the default option because the game is supposed to be fast, you're supposed to interchange mixtures a lot.
the upgrades from booba lady was a lot of number changing, wish they had more gameplay impact (like the dash)
Fair, I'll try to brainstorm ways to make the existing upgrades more interesting
as bit too easy i think? Maybe i didnt play far enough but constant chest and barrel healing always kept me topped up
Maybe, I think it's fine. I wanted people to see the boss, so I made the game a bit more lax. There's always hard mode.
Perhaps show the recipes in the right click menu.
That's an interesting suggestion, I'll consider it.
Thanks for playing!
I think you might have disabled the other trials for testing and forgot about it because I only found fire trials in like 4 runs.
The other trials are available, I think you just got unlucky. Not every floor spawns a shrine room, and shrine rooms always match the dungeon variant they spawn in. The red/fire variant of the Wizard's Dungeon biome always spawns the fire trial room, the purple/electric variant always spawns the electric room, and so on.
Whenever I get set on fire I usually do water + health but if I do that with the barrier upgrade I get neither water nor health and I die.
I think it does heal you, but it doesn't apply the regeneration status that normal healing gives you. I could make it so the barrier status checks for burning and removes it on application.
I think maybe the chem tank upgrades should be given in some other ways because they feel mandatory to get first.
I think it's fine if they're acquired through workbenches, but I agree that the pack upgrades are very, very strong. Especially the increased tank capacity, it makes it so much easier to deal sustained damage. I could buff the player's baseline alchemy stats and nerf the tank upgrades? Do you think that would alleviate the issue?
Here are some thoughts as I play.
- Nice music.
- Movement feels a bit more sluggish than I expected, which isn't necessarily a bad thing. Basic walking doesn't feel fast, which might be intentional.
- Finished the first level, the movement options are neat. Not particularly striking but they seem to work consistently, and there's room for growth.
- I'm not sure what the point of having a dedicated weapon pick-up button is, seems weird for a game that's all about being fast. I'm assuming future levels will have more weapons than I can carry at once.
- Rocket jumping feels a bit unwieldy due to the fact you can't aim down while grounded. Likely intentional, but annoying all the same. The fact that you barely get any impulse from rocket jumps if you have any downward momentum doesn't help.
- Played the first level a few times, best time I got was 35s. I'm happy with that.
- Tried the second level, got a 1m15s on my first attempt. Tried it a few more times, eventually got it down to 43s.
- I'm not sure how to feel about gating levels behind time thresholds, you're potentially alienating a chunk of your audience. I respect the commitment to being a sweaty game, though.
- The magnum is cool, I wish there were more places for me to use it.
- Only played the last level once, can't be bothered trying to perfect it. Shooting backwards to propel yourself is neat.
I don't have much to say. The gameplay is enjoyable for what it is, a little frustrating at times solely due to user error. I'm not a fan of the visuals, the environment is incredibly flat. They're not bad per se, just uninteresting. Maybe that's your intention, some kind of minimalist retro MS Paint aesthetic, but there are more flavorful ways to achieve that in my opinion. I'm not sure if I would care about this game on my own, the prospect of buying a game where you shoot targets doesn't excite me, but I'm sure there is an audience full of movement autists that would eat this up.
Thoughts as I play.
- I don't think that's how breathing works.
- The camera feels immediately off. It's very sensitive and very floaty, and moving the cursor from one side of the screen to the other causes this awful vertical "bump" that's a bit nauseating. I'm not sure what the best way to describe this behavior is, but you'll see it if you move the camera left and right with significant speed.
- I killed some guys, combat feels alright but pretty slow. The player and most of the enemies move at a slug's pace.
- A little too much screen shake in my opinion, but it's nothing debilitating. Definitely make it configurable.
- Blood effects are cool, but the fact the splats are fairly spread out and don't disappear with time makes them look more like autumn leaves than blood splatters. Maybe that's just me.
- The enemy sightline visualization is neat, I wonder how relevant that will be.
- The blue crystals sometimes spawn out of bounds. I'm not sure what they do when I pick them up.
- The noisy background muddies up the visual clarity a lot, it's not easy to tell what's the level and what's the background at a quick glance. Maybe just flatten the values of the background in a particular direction instead of having a mix, i.e. make the background really dark or really bright.
- The portal sprite looks horrendous with that wobble, we're beyond mixels at this point.
- Not sure what extracting is, I'll continue and do that next level.
- The cursor reloading graphic puzzles me. There's a rising orange bar and a blue line: you'd think the blue bar represents the end of the reload, but no. The orange bar extends past the blue line. Is this an active reload minigame or did the widget break?
- The room barriers during combat are a little lacking, they're not immediately obvious. I backed up into one that appeared right behind me without me noticing and got swarmed.
- I started a new run, but my health is still 0. I am invincible now, in fact. I refreshed the page to fix it.
- Found a purple chest that I can't open. Okie.
- Extracted after a level. I have a few crystals and runes and whatnot. I can't seem to do anything with them through the menus, so I assume you haven't implemented this stuff yet.
I'll stop here. I'm not sure what this game is after playing it, I can only surmise it's some kind of roguelite where you pick up stuff to build spells? I'm not sure. It could be fun, but it isn't right now. I would work on it more until you can call it a proper proof of concept, then evaluate from there.
Here are some thoughts as I played.
- The second I loaded into the game and pressed W, I alt-tabbed to come here complain about the lack of friction with the floor. You slide too far once you stop moving, which is made worse by the lack of foot IK.
- It's interesting how not only does the player have a flashlight pointing forward, they also have a fainter light pointing backwards. Why?
- The girl's hair horns jiggle when you move and shoot, that's great.
- The normals on the blood decals make it look super hi-def, maybe too much. I don't know if you intend to keep the current fidelity of the environment, but if you do, maybe tone down the blood a bit. Otherwise the gore is nice.
- Shop girl is cute as expected. Having animations for each item she sells is very charming.
- I still passionately dislike the transition effects when you enter/leave the shop.
- The player's flashlight goes through walls if you stand right up to them, maybe add a raycast between the player's origin and the light position to determine whether the light should be emitting or not.
- I shot the red gas canister thing a lot with the minigun but it didn't blow up, I had to use my pistol. Is that intentional?
- The walk cycle has a hitch in it.
- Shotgun pellets travel so slow that it's a little funny.
It's pretty neat, it will probably make for a cool game once it is one. I only ask that you write "REMEMBER CITADEL" somewhere in blood.
Thoughts as I play.
- This is the first DD demo I've played that's had shader precompilation. The power of Unreal. It took 1-2 minutes.
- I like the little video demonstrations in the tutorial dialogs.
- The chandelier above the blood fountain you spawn in looks weird, it's just floating there. I understand what you were going for but I'm not sure I'm a fan of that kind of prop.
- The checkboxes on the tutorial dialogs feel somewhat unresponsive, it takes a few clicks for them to work.
- The UI looks pretty cool, it's not super streamlined but it has charm. The one caveat is that the buttons don't seem very responsive, sometimes I have to click more than once for the action to happen.
- The game feels pretty nice, there's a lot of small juicy touches that add up. I especially love the fire spell, it's very punchy.
- The knockdown health meter is an interesting mechanic, it trivializes a lot of fights in the tutorial but I imagine it's different in the real game.
- Opening the pause menu while your inventory is open does not close your inventory.
- I wish the walls would become see-through at a greater distance, it's easy to be in combat without being able to see the enemy a t all.
- The inventory is a bit glitchy after dying. It said I had no healing crystals, but if I click onto equipment and back onto items, crystals appear.
- I don't understand how the lizard boss' attacks work, they attack inward or outward seemingly at random. What's the tell?
- I just brute forced the lizard boss. The entrance barrier glitched out a lot when I did, it kept lowering and respawning infinitely.
- Died at the second boss, can't be bothered to keep going.
It's definitely got potential! I will definitely check it out again in the future.
Thoughts as I play.
- The tutorial is alright. I don't like being railroaded like this, I want to move around right away, but I understand why you did it this way.
- It feels weird to tilt by moving the mouse left and right. That might just be my inexperience with plane simulators showing, but my initial reaction was confusion. It feels like the A/D controls fight with the mouse left/right controls, like the controls are trying to both be a sim *and* arcadey.
- Wow, it really is quite difficult to handle this thing. Shooting the static targets in the tutorial felt super clunky. I assume this is still an issue on my part, but still, it's a data point.
- Man, combat is hard. I died twice just flailing everywhere, but I got some kills doing flybys.
- I think I figured out why the rolling controls feel so weird: the camera doesn't follow your rotation.
I stopped playing without beating the combat, I wasn't having a good time. The game seems competently made, I just got frustrated.
Thoughts as I play.
- I love how you picked a background picture with the lowest possible resolution for the main menu, it's kino.
- Took a second for me to figure out what I was doing, but I survived the first wave with relative ease.
- It might be a good idea to have at least a little downtime between starting a stage and enemies spawning/activating. I lost all my barrier immediately when I started the desert level due to one of the ground enemies firing at me before I could react.
- Died at the ice level, but I can restart without starting the game over again. Weird, I took this for a roguelite given the mechanics in play here. I did lose all my upgrades. What kind of game is this supposed to be?
- Died again, but this time I respawned in the forest level. Was my first continue starting in the ice level a bug? Maybe there is no set level progression and stages are just picked at random.
- I found a strat for clearing most stages in 10 seconds tops. Just get damage upgrades and fly close to the ground, zigzagging so that you shoot the ground. You can kill a bunch of ships and reach the kill target really easily.
- Trying out the eagle plane, it seems worse when you just start the game. Maybe upgrades will make it shine.
- I don't understand why the game offers better/advanced versions of upgrades without there being any sort of penalty or higher cost. Why would I take green tech over red tech, ever? They cost the same.
- I wish enemies were more involved, they're not very interesting right now.
- The upgrades are very limited, red tech is the best one by a huge margin. Why not some upgrades to your health, movement/turn speed, etc?
It was decently fun. You need a lot more content so get to it, chop chop.
Thanks for playing as always!
My brain will never get used to countering electricity with ice and water with electricity.
I think water being weak to electricity makes sense, but electricity being weak to ice is very arbitrary indeed. I don't really know how to structure the weaknesses in a fair way otherwise. It would make sense to have each element be both super-effective *and* weak to its counter, e.g. water is weak to electric and electric is weak to water, but wouldn't that simplify things too much? It would also mean that logical counters would no longer work without some sort of pattern breaking: fire wouldn't be weak to water anymore, for once.
Unless I'm mistaken, the barrier spell's calculations does not consider current elemental afflictions. So if you're wet and use fire on yourself the barrier breaks leaving you wet because it thinks you are going to be set on fire.
Yes, this is in fact how it works. I could make it so self-inflicted statuses don't trigger the barrier, but I'm not a fan of breaking generality like this.
[Recipes do] cause some "wait do I have that in this run?" moments. I know that there's an icon on the bottom left but it's not exactly immediate.
Yeah, it's an added cognitive load on the player. I could highlight the player's current recipes in a dedicated UI gizmo, perhaps icons running on the top edge of the screen or next to the alchemy text on the bottom right.
I think volatile tar used to be harder to make, now it's much easier to use and combo with fire.
It is in fact easier to make now, all the special chemicals had their recipes flattened to only use base stuff. I can tweak the numbers a bit on the tar, perhaps make it so it can't self-trigger when an attack has fire + tar, but I don't mind it being powerful. I want the player to have fun.
Bro doesn't even have a gameplay loop yet but he already added skin switching sexo functionality, I fvcking kneel. It seems cool, it's hard to muster up many worthwhile things to say given how early the game is. The characters look cute and decently marketable, I expect you to get some good fart (fan art) this DD. The weapons aren't particularly satisfying but do the job, the shotgun feels the most impactful. The enemy design is dumb in my opinion, it doesn't look right to me. I like the environment. If memory serves me right, you mentioned this might be co-op? I can see that being fun. Anywho, that's all I had.
What's new:
- Shrine rooms and their respective special buffs.
- New chemickal.
- Rework on how high order products are mixed/gated.
- New spawn event system, enemy waves should be more cohesive now.
- More buffs in all rarities.
- Dungeon variants that affect visuals and spawns.
- New, hopefully better tutorial.
- Balance changes.
- Optimizations.
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.
Thanks for playing. Yeah, it's a permadeath roguelite, you start every run with a new generation and from the start. Frankly, this isn't an issue in my eyes. Anyone who reads the storefront (here or on Steam) will see it's a roguelite, Demo Day is just an unique situation where people download the game without looking at any promo material.
I agree on the randomized introduction, I want to make a new tutorial that acts as the first level of the game. It'll give you some weak enemies to learn your alchemy on.
What if I add a stronger time slowdown when you enter alchemy mode? Would that make it more bearable, or is there something fundamentally wrong for you?
Writing down thoughts as I play.
- Nice feely menu. If you're not giving me a drop-down for all resolution options, I would recommend having a confirmation prompt after selecting a new res.
- Went with earth element for no particular reason. Movement feels nice, I like how snappy it is. Shooting is good too.
- I was a bit confused after I placed the mask on the shrine, it took me a while to see the big starfish behind all the kelp. There were other trash mobs around me too, and I thought one of them would be the enemy I have to kill.
- I know others have expressed this sentiment already, but it's weird that you have to seemingly remake your shrimp after beating the tutorial.
- Chose ice for the first level, it feels fine if not a little weaker than earth. The beam seems more situational than the rock slam since it requires you to be vulnerable for longer. Maybe it'll shine later in the game, it's certainly useful against static enemies right now.
- I'm not sure I understand the core gameplay loop. I have to kill a certain number of eggs... is this a quest-based game?
- I like the music, it's very Ratz Instagib-y.
- My merged power was the glacier, the ultimate felt nice and powerful. The ice wall was sort of floating in mid air since I spawned it on elevated ground, you could easily fix that by making the model longer and having the pivot not at the base.
- Looks like I got somehow pushed out of bounds during the boss fight, I can't move past this invisible wall. Had to get myself killed.

- After killing the boss, I'm still unsure what constitutes a loop in a domain. I assume that it always ends by killing a boss, but I don't know what triggered the boss in the first place. Maybe it's a case-by-case thing.
That's all the time I had right now, I might play again later. It's definitely fun, though it feels a bit free-form right now. I didn't read the dialogue with much care nor did I read all the on-screen text, maybe it's my fault. Hope to see you release soon.
The following are stream of consciousness notes that I'm writing as I play.
- The game boots in a tiny window, I can't see why you'd want this.
- Intro cutscene is nice, more sounds would be nice but I can't dock you for something that's clearly WIP. The plot setup is pretty neat. Are those Houndeyes, by the way?
- The tutorial is ok, nothing to write home about but it does its job. It doesn't overstay its welcome, which is nice.
- I'm not sure I like the VN-style dialogue boxes, it's never good to take control away for the player (even if just for a few moments). I think you should follow in Half-Life's footsteps here and just let the character move around while a VA speaks.
- I think the text centering breaks if you try to fast forward through dialogue.

- From what I gather, the game is mission-based with persistent progression. I'm wondering if missions are replayable, guess I'll find out soon.
- Having a bunch of enemies in the very first combat encounter feels like a bit much. It might not phase players generally more experienced in shooters, but could be overwhelming for a novice. If your game is meant to be hardcore, I guess it's fine.
- You can chop the grass up! Cool detail.
- The jump you make to get out of water is comically high. Maybe a shorter jump and a tight mounting mechanic would be better.
- The VFX on the slug's slam attack is very underwhelming: not only is the shockwave tiny, it's almost the same brown as the ground. Make it whiter, bigger, and maybe even add a tiny bit of screen shake to give it some oomph.
- I have 4 nades, but pressing 5 does nothing..? I tried pressing random buttons, nothing worked. The inventory description makes it sound like they're for a noob tube or something, guess I'll keep playing and see if I get that.
- The water ripple effect can proc through solid ground, maybe add a raycast.
- Questionable choice to mark a checkpoint exactly when you enter the fortress and like 20 dudes start trying to kill you. I was on low health, so I kept reloading and instantly dying. I had to eventually reload an earlier autosave
- Shield enemies got stuck trying to pathfind around this edge.

- Interesting, you can't replay missions. So the game is purely linear, no level select? I'm not sure that's the best idea for replayability, especially if you're going for a boomer shooter where people want to play every level again and again to optimize their strategies.
- I got the two health regen upgrades and wow, they really seem to trivialize a lot of combat. I haven't had to use a health kit all level (The Lair), and I haven't been particularly good at dodging. 10hp per melee hit feels kind of absurd right now.
- I'm not sure how one is supposed to avoid the elephant's ground slam attack. I tried being in the air while it performed it, didn't help. Maybe I timed it wrong, but it felt like BS.
- Why is there a distinction between available and consumed mutagens? Why would I want to not consume them?
- There is a lot of free sniping you can do in the Chieftain's Camp, most of my kills were from just circling the structure and using the mounted gun and the harpoon.
- The chieftain fight was underwhelming. The boss is tiny and doesn't feel particularly unique, it's just a dude who jumps sometimes. I melted through him with the trench gun.
The game felt like it would be pretty tough at first, but again, those health upgrades made things so much easier. I didn't die once after getting them. The boat still feels divorced from the core gameplay, it's often just a tool to get in and out of the level. The only time it made a real difference was in the level where I could just circle the map and kill stuff for free. You could make a level where you have to stay on the boat and keep moving on the boat--maybe there's a tsunami behind you or something. The floaty controls don't allow for any sort of crazy obstacle dodging, but still, you could have more boat than land for sure.
I liked the animal enemies much more than the humans. The animals are more varied and serve clear roles, whereas the humans all look really similar. There is a general lack of movement in the enemies, they all either stand there and shoot at you or just walk towards you. Even the floating squid dudes, which you would assume stay at a range and pelt at you, hone right on top of you and just insta-die.
Overall, the game was decently fun, but it didn't really feel exciting. There were moments where I thought "oh, cool", and that's about it. I'll play it again next time you submit.
Thanks for giving it another shot. I'm not sure I follow with the run feature, just a temporary speed boost? I haven't played Hades 2. There actually is a journal entry on the AoE circle, it's the electricity chemickal status effect, but getting hit by your own attack is a common pain point with a lot of people. I removed it from the latest hotfix.
I like the use of right mouse for an input trigger, it's nice to separate the alchemy input between the two hands. That being said, I'm not really a fan of this idea overall. It would get tiring to have to draw out your mixture every time, it's a more strenuous action than just pressing a few keys. This goes without mentioning how much slower it is overall.
The fact this is a twin-stick makes me question the input logistics. What happens to the cursor during and after entering the radial menu? Is the menu always kept centered somewhere, or is does it appear relative to the cursor? If so, what if the cursor is somewhere that makes part of the menu go out of bounds? If not, what happens to the player's aim after the alchemy input inevitably changes their final cursor position? It sounds tricky to me.
I wouldn't be against a cosmetic wheel that shows you button prompts and whatnot, but that's just the current mapping with extra steps...
Thanks for playing. You can switch weapon by pressing R, you can also rebind it in the settings menu.
Also, there aren't that many combinations. There are 6! / (6 - 3)! = 120 permutations of the six base chemicals. Combinations would be just 6! / (3! * (6 - 3)!) = 20. So it's not actually that bad! :)
