Lacks direction. No clear instruction to return to bedroom after playing on the firing range.
Fire Element attack moves too slowly, particularly noticeable with fast moving firing range targets.
Recharging elements is too slow, cannot be held down and involves mashing the right mouse button for diminished payoff.
Hub World:
No clear direction to level doors. Perhaps add corresponding colours to level doors, or have a generic particle effect that tells the player 'this is an exit'.
Water Level:
Empty. Feels lacking without some sort of enemies to fight.
Puzzles boil down to easily missable switches and levers.
Wood Element attack moves too slowly; doesn't need to be as fast as fireball but needs to be a little bit faster.
Wood Level:
Problem with charging elements: when multiple elements are near a player, it becomes impossible to know which element you're drawing, eg. I want to draw Fire from the fire pit, but because there's a Wood enemy near me I draw Wood instead.
One of the Water element enemies doesn't go into a death animation; will run on the spot until they disappear.
Not immediately evident what to do with the planks: instead of drawing Wood from them and using Wood element attacks to repair the bridge, I was pressing E to try and 'use' the planks directly. Suggest replacing planks with tree roots, or something not as 'pick-up-able'.
Final cave has visibility issues when not close to the south wall; cave wall will lose transparency and obscure the player's view.
Hit detection issue with Water Element attacks: an enemy died from this attack while nowhere near the area of effect.
Submitter: Rory Tutorial Level:
Hub World:
Water Level:
Wood Level: