I'm having a great time with this mod. It takes WADs that would otherwise be far too difficult for me and gives me a fighting chance by letting me buy equipment I need. And the weapons are balanced nicely so you can't fully rely on guns or psychic
attacks alone, and must mix-and-match to suit each situation.
I do wish a few things were tweaked, though. For one, does the ice power really have any use? Just seems like a typical projectile attack, except it freezes stuff when you hit it enough times and then you can shoot the target to break it apart. Seems like it'd just be more effective to use the plasma shot. What I think might be better would be a petrify spell. It would do no damage, but would simply turn the monster to stone temporarily. However, the monster would be invulnerable/have its defense greatly increased while petrified. The attack would mostly be for controlling the movements of your enemies. Say there's a tough enemy but you don't have time to kill it, so you just petrify it and escape. Or if you're being attacked from two directions, you could petrify the enemies on one side so you can focus on the attack coming from the opposite direction. Leveling it up would either increase the duration that your target is petrified, increase the odds that your target will be petrified (if there's random chance involved), or both. An overcharged shot would let you petrify multiple targets at once.
Additional skill levels would be nice, too. I'm only halfway through a 32-map WAD, and I've already maxed all of my weapons and psychic
powers, and have 9999 money. Skill settings that would reduce the value of money pickups by a half or three-quarters would give the mod better staying power over long campaigns.
I also wonder if it'd be better to drop the overcharge bonus and just make it that players can hold down the alt-fire button to charge their psychic
attacks manually (at greater cost to use, of course). Some powers change their functionality significantly when overcharged, which may actually make them less useful depending on the situation (like the dark power losing its hitscan nature when overcharged, and the fire attack forcing you to get much closer when overcharged than when normal). Manual charging would allow the player more strategic freedom.
Just a few things to consider. Anyway, thanks for making this mod! It's great fun.