You can setup a dev script, test chamber, or just add them to the mech definitions to do testing.
I stuck things on the mech for functionality testing, but picking it up midrun I feel gives a better idea of balance.
Also, it theoretically makes sure things like the Faceripper being a secret shop item don't occur. Whoooops.
Not sure what multizap means.
Multizapping was a thing in some roguelikes (and early D&D) where you target your spells so they hit enemies multiple times, due to bouncing off a wall and hitting on the rebound.
I would say that each stage should add a property and not change the shot completely, so 1 = basic, 2= bouncy, 3= bouncy + explodes.
Is there a reason for this?
Not that I wholeheartedly disagree, but my goal was to make each stage have a different use case and just adding properties somewhat detracts from that.
I could see the Main Gun system and the charging system having major interaction problems, so I'd guess that would be the case.
Sad.
I experimented with the +max health but never regen ever again methods.... snip
Lots of +health perks on a mech would be interesting. Makes it a tradeoff between preserving your health and rushing the boss and taking the risk of farming chump mobs.
I'm probably going to do this one next, even if it might turn out to be awful.
Thanks for the feedback!