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A lot of this is already on our list (more enemy upgrade synergy, better ult VFX + Animations, better enemy AoE telegraphing, lower the gecko knockback) - and we're working on getting a number of updates in during the demo to help with some of them :)
Also - great insight into where we need to improve tooltips, as that is one of those things where after a while, as a dev, you totally lose what is/isn't intuitive. For instance, the enemy names are the 'class' of enemies - all the pitch-black, bipedal melee enemies are 'Splices' - but the tooltip could easily be improved by including the phrase 'enemy class' or 'enemy type' so it's clear it isn't talking about a single enemy - we'll take another pass at these.
There is a lot of progression work still in process (and cosmetics tied behind challenges are on that list!) - we have a melee-combo attack in the works like you suggested for quip, and we hope to have enough variety in abilities at Early Access launch that everyone will find one they enjoy using! And we're definitely looking into more ways to make the primary attacks fun to use (variation in animations, VFX, SFX, etc) - since they're what you do for most of the combat time.
One thing we're trying to get in quickly is a change to the first Tome you play, where it offers up some more interesting non-stat-boosting upgrades - as you say, it's super cool to shoot out 4 crows at a time, and we want you to have a higher chance at experiencing that in your first few runs!
60fps lock is unexpected, does disabling vsync in the settings not allow the game to run at higher framerates for you?
Thanks for the detailed feedback, it's really valuable! If you have any follow-up questions or think of any more suggestions, we'd love to hear them, either here or in the discord[discord.com] :)