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(+1)

Thank you for playing, I appreciate the detailed feedback! Pleasantly surprised you'd played long enough to unlock the railgun :)

Bug reports are appreciated, I totally forgot about changing F1 in webgl build...  Will investigate the rest. The 3x salary: 0 was indeed supposed to be a joke, and you can get penalized for destroying pick-up - eligible crystals, I'm assuming that's what happened here.

Adding hotkeys to HUD and auto-fire on weapon swap are both very good ideas, I guess I also should add more feedback to abilities, i.e. hacking drains a lot of energy so you probably couldn't use it because your energy bar wasn't almost full.

Not sure if I understood the part about crystals and stats correctly, are you suggesting having all crystals go into a common upgrade pool which raises the stat cap for every available weapon at the same time? I almost implemented that before uploading this demo, changed my mind at the last moment. Sounds like a much better system tbh.

(+1)
hacking not working due to not full energy

I don't think so, I watched the bar and waited until it was full. I didn't buy many energy capacity upgrades(due to ignoring the shield since it was hard to remember activating), so it's more likely I don't even have enough energy to use it. Could be remedied by displaying the cost of an ability on its hover text, or like you said add feedback like the energy bar flashing red and playing a sound if you can't cast it.


what do you mean by stat dumping

Interesting idea there, but not what I had in mind. Commenting on that: if you wanted the upgrading between rounds to be breezy that could work. But my first thought is that it would be quite slower to scale to the same power since everything is being divvied out. Unless, you make it so more power is gained from the same amount of crystals. As is, the current system allows specialization which adds some strategy that you may lose out on. Anyways.

Currently you can drag a stat bar further than what you can afford to buy the upgrade. What I had in mind is that there is a soft cap shown on any given line(what is affordable), and as you increase one stat all other soft caps shrink until the grab bar turns green/gold and it stops increasing, thereby allowing you to quickly click drag then press buy without out slowly dragging to get as close as you can to spending all your crystals. This should make it more tactile as you can also subtract stats and see how much you can reallocate. Alternatively, if you think that's too much work then just the green/gold handle and stopping when you reach max crystals is good too.

(+1)

Oh, turns out the hacking cost was the same as the un-upgraded base energy capacity, and the condition prevented its use even with full energy. Will be fixed in the next build, I'll implement something to make lack of energy more visible anyway.

I definitely like the proposed weapon slider tweaks too, playing with sliders does feel a bit annoying right now. Thanks for the illustration, I'll probably do something similar. 

My thoughts about a common upgrade pool for all weapons didn't involve dividing the crystals between weapons, rather having 1000 crystals would allow you to invest 1000 into every weapon at the same time, since right now one has to take a leap of faith by upgrading any new weapon since the previous one is probably already more powerful than the un-upgraded new one. This would leave a player with less choices to make, though...