I would have to agree with Seidolon about those proposed sprites, they really do not fit with the default stuff in Hexen at all...
Anyways, I have a report to give you on that Fighter Demo you released recently.
1. I noticed this time around that enemies are getting stronger as you level up, this kind of becomes a problem in the 2nd half of the game. Reason being is the monsters are getting stronger, but you, the player, are not. After while it got extremely tedious to fight monsters because of how much damage they were soaking up, and it got very dull to play by the time I got the 4th hub because of how underpowered I felt.
2. The familiar system has potential, but currently it is nearly useless due to the difficulty scaling from leveling up. The Golem barely did any damage by the time I got to the 2nd half of the game, and it died fairly easily to just a few Ettins. Again this is due to the mobs getting stronger per level, but not the player.
3. Because the mobs were getting stronger per level, mana was becoming too much of a chore to maintain. I was constantly having to transfer red mana into green mana to effectively kill the close quarter mobs with my hammer. Which by the way has little to no splash damage on it, this weapon badly needs to have the same splash damage as the Flechette but without the self damage penalty.
4. And due to the ever scaling mobs per level you gain, it rendered things like the gem mace ability useless since the enemy can get hits in far more than you can make that effective as an HP farming tool thanks to their new attack methods. I really hope the shield gets modified later on so that it can actually do its job to some to degree instead of being a small knockback tool.
5. The addition of those bats, scorpions, and spiders were interesting. But they are just too damn imbalanced to deal with. The bats and scorpions are so small and too hard to hit and they drain more HP out of me than anything else in the game, and they really should just be removed from the game. The spider was tolerable and can probably stay as a chance to spawn in place of an Ettin. In my opinion, I would add more creatures into the game that fit the game's atmosphere and balance, and modify them to spawn in place of the regular enemies. Then with some menu options, you could add in a progression style type of spawning for enemies like Project Brutality does, which I strongly recommend you incorporate all of those menu options into your mod as they are incredibly useful.
6. The hotkeys for the weapon switching is still broken, and it made kind of annoying to switch weapons in the heat of battle. Same goes for the menu, it is also still wonky on the main page of it.
7. The system in which you gain brutality bonuses could be better. Killing a dying Ettin should give you the bonus right off the bat, and as a +5 instead of a +1 per hit. +1 doesn't really do you any good in the time frame it takes to get it. Making it more of a chore than a fun thing to do, Brutal Doom got it right with its methods, I recommend you do the same here.
As for the other stuff like the addition to Red Mana and the whole level up system, it has potential, but alas it needs to be tweaked in its current state. Anyways, I will be waiting for the next demo or version to come out, and I hope you add/fix a lot of things discussed here.
