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Ty, ButtonSoft
Because you can see how many chests have spawned you're incentivized to restart the level repeatedly until you get near the maximum number if you're looking for chest drops.
Restarting is not only tedious, it's also a bad experience for anyone who joins/attempts to join the games you are hosting.
This could be solved by not showing how many chests are on the map, but that would be a bummer.
Making it so levels always spawn the max number of chests would fix the issue. You could also make it so levels always spawn chests of an approximately similar value (e.g. if you only get 4 chests on Sewers, more of them will be gold), which might be more interesting, but you'd have to communicate that to players.
1. It is to slow, killing enough enemies to get more power is rough, even more so once enough enemies spawn making it hard to circle back in time to pick the exp up before it despawns.
2. The aiming control is too finicky with a slightest tap you can shoot in the complete opposite direction when waiting to attack or aim completely different if strafing. This weapon having a minimum range also does not help it.
3. The damage, with how narrow the range is you wold think that it would at least clear starting mobs in the beginning but combined with its slow attack it makes most runs suffer from a failure to launch situation of not able get enough levels to really start a run.