there's definitely not a lack of health and ammo in the game. the only time that really happens is when playing E1M7, and that's because it's a huge sprawling city. i'll have to test out Normal mode and see if the difficulty there is less ballbusting than Hard was for me (i finished it on Hard.)Eriance wrote:The Yellow Paintball shotgun does very well against the Anglefishes.Steve1664 wrote:Echoing the difficulty spike starting at Map 3; there are a lot of niggling issues that keep this from being really good stuff. If it wasn't those effing fish, it's the floods of flying enemies and guys shooting through walls you can't see. Still though, the puns, the deliciously horrible puns. I love them.
I'm on the 4th map right now, and I found ammo and health to be adequate so far (playing on the UV difficulty).
edit: just noticed this on the training level, but at the part where you're jumping onto platforms to get the "key and health on the other side", there is a key there, but no health. probably because falling damage was significantly reduced in this release than the 3 map demo.
also, when you're being told you can toggle auto run at the narrow pathway, it doesn't seem to recognize the default, which is Caps Lock.
may i also suggest that the default audio setings be reconfigured? the sound effects are, combined, waaaaay louder than the default FMOD setting for the music is. turning the volume of the SFX down to something like 0.6 and the music all the way up made everything sound much more balanced to me.
you don't get credit for finding the secret area with 2 belts of Goonades in E1A3 if your Goonade inventory is full. you have to pick up one of the items to get the secret. come to think of it, i felt there was a lot of secrets later on you had to pick up in order to register that you had obtained them, mostly ones consisting of finding secret items or jumping on tiny pillars.
moreover, on the same level, if you're playing on Hard mode, you can pick off the Cannon Jerks hiding in those tiny spaces in front of the door requiring the Circle key before they're even triggered to move up. maybe remove those holes entirely, and just spawn them in when they're supposed to appear?
if you fall into the blue goo when trying to get the Devil Sphere in E1A8, you'll find that it's quite harmless. also, all the purple Fizz-O-Pop flats don't animate at all.