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less crabs
slower gonarch
make it slightly more obvious where to go with gonarch lair
I didn't feel too hard about that short segment. Perhaps Gonarchs weakness to fire could be telegraphed a bit more strongly a bit earlier (it is clearly deliberately telegraphed at a few points in the chase sequence but I can totally imagine them being missed).
This I have to disagree with strongly. The only time I felt any lack of direction was in the big tree segment, and that was clearly deliberate. The weakness of the level design, if any, is how open and prone to accidental short-cutting it, thanks to the longjump. Not sure I would want to change that, either, though.
Or just some special consideration for rockets/SMG-nades to not direct hit explode on them. Or maybe just a fix to a genuine bug, which it really does almost feel like, at present (feels like it could be some screen-space vs world-space issue based on how the projectile is spawned).
BTW I loved the music.
I like one of the devs comments about lowering the jump of the baby crabs so its easier to avoid hitting with a rocket (realistically rockets have an arming distance too which that could of been nice)
I think certain things need MMO/RPG styled CDs with gonarchs attack. I've had it spawn 5 baby patches within the course of a minute before and it was pretty frustrating. Allowing it to have X amount of spawns and then having a reset for them.
I think the acid AoE linger move in the second phase needs to have like a 2 second inbetween or something
And the instant death charge it does needs to be removed. Gonarch isnt hard to dodge but sometimes it feels like she just hits a lingering hit box when you are in mid jump and since she has an instant kill mechanic it can be brutal.
I think removing the instant kill and slowing the rate of spammable attacks would do wonders overall honestly.
I feel after the first time it'll just be boring, because swimming isn't the most exciting thing in HL games. But that's just how I feel. It can totally stay. :) Also it looks gorgeous.