E: Other thing the game needs: Let you kick stuff through portals. I want to watch a minecart% speedrun, where the goal is to kill the final boss with the starting minecart in the shortest time possible. Dunno if it's possible right now, but that'd make it a lot more straightforward.
I feel like
this is appropriate viewing material for the subject matter.
Also, I think I've seen damage field once, but never got around to using it. Would probably be absolutely sick on a homing mist... And yeah, while triple flame trails only have a very slightly higher chance to set enemies on fire (and not
a lot of fire as one would hope), they are indeed very good at lagging the game... And also confusing the crap out of water physics.
I think it's kind of a shame that stuff like fire and sludge damage is as low as it is against enemies, as it makes a lot of burny stuff take on a completely utilitarian role of fighting the environment (and sludge is just right out). 1hp damage ticks on an enemy that has thousands of hitpoints aren't going to do a whole lot.
Acid wrecks shit like nobody's business, but it's not really a DoT in the traditional sense and it can be a bit tricky to manage properly due to its short lifespan. Poison is
supposedly pretty decent against enemies, but lots of stuff is straight up immune to it and also it has the opposite problem of not going away at all, meaning you'll have to walk through your own poison puddles if you're not careful. At least the gas burns...
EDIT: Beta branch has now been merged, so the game's been updated with a bunch of tweaks! Notable changes include: Touching 1-2 hidden pixels of toxic sludge will no longer give you the DoT unless you're already stained, you start the game with a full flask of water, and the full heal hearts in the holy mountain now also provide +10 maximum HP. Also "safe zones" have been added to levels like the snow caves and Hiisi base, so you don't immediately get snipe-banged the moment you drop down the hole.