So, this was something I wanted to bring up here..... spell diversity.
I dont mean the selection of spells... there's a pretty good number of them, and they're all different. I mean, instead, the idea of encouraging the player to USE more of them. As opposed to just picking 2 spells and always using just those.
I personally find that the game is more fun this way, and also that the updated mechanics (ingredient searching, missions-for-spells, stuff like that) all is tailored to the idea of the player grabbing/using lots of different spells.
Now, part of this is I think some spells are a little OP, or just too easy to use.... Ball Lightning, for instance. Many things arent hard to take out by JUST firing that at them. Light Orb is another one that's similar. But I think all of the "straight shot" spells fall into this category at least somewhat.
Not to mention, some spells are a little..... well, "obtuse" may be the right word. The sort of thing where it's difficult to figure out what they're even FOR. I've been using Summon Tornado alot lately, after finding some genuine practical uses for it.... but it took quite awhile for me to figure that out. It seems that quite a number of spells are this way (Gold boomerang for example.... I really just cant find a good use for this one); and the straight-shot spells being so easy to work with does not encourage the player to experiment with the funkier ones, which just further restricts their use.
And some of the game mechanics do break down at least a bit, if you're not using a wide variety of these. The ingredients, for example. Some players are going to find that certain ingredients are COMPLETELY useless to them, aside from unlocking a couple of the "craft only" spells. Look at Charred Amber, for example. Charred Amber is used in: Gold Boomerang, Ride the Lightning, Lightning Rocket, Storm Fist, and Summon Tornado. For most players, most of the time..... this ingredient is not going to be of any use. You need it to unlock Ride the Lightning/Lightning Rocket, but you need this only once; Gold Boomerang is so funky that it's currently pretty useless, so dont need it for that.... Storm Fist isnt really meant as an attack; it's used for propulsion, and doesnt really need to be upgraded once gotten; and Tornado is another rather odd spell that many players arent going to know what to do with. For ME, specifically, I still need this ingredient since I am indeed using Tornado alot. But for most players..... after unlocking those couple of spells exactly ONCE, finding this ingredient afterwards is gonna be like finding more wood platforms.... you just dont NEED it. The fewer spells the player uses, the more this is the case. This affects world-map missions as well. Less spells, means less desire to actually DO those. Same with the dispatch system.... it's less and less useful as you need less and less types of ingredients.
Also, as someone else in a different topic pointed out.... the game really does seem at it's best when you have a BUNCH of goals to go after at any one time. I use alot of different spells, so at each "level", I'm gonna have a big pile of different goals I want to go after, some of which may change depending on the RNG. This, to me, is interesting and fun. But for someone that is only using 2-3 straight shot spells and a shield, this is very much not going to be the case. Heck, with the auto-levelup of the rarer spell gems, it can be like, well, beat one lieutenant, and BAM all 4 of your spells level up because they were all rare types and they're the only things you use..... now you're instantly ready to fight the NEXT lieutenant. Thus the game's pacing falters.
So, this to me is a bit of an issue currently.... I thought I'd make a topic and bring this up, and see if we cant get some suggestions going here, and I wouldnt mind seeing what the devs have to say about it too. What can be done to encourage the player to use more than just a few spells?
EDIT: Also, I dont mean that any spells need replacing or anything like that. Moreso working with what already is there, making them more desirable.