The tech demo released two weeks ago received some criticism and I felt it was right for the most part. The simplified control scheme resulted into an obstacle to enjoy the game for some players so that was the first thing I tried to fix.
More in depth, intervision mode is turned on using a separate key. Bot instances keep its yaw angles fixed, the ‘look at you' feature wasn't at all a design decision by the way. Switching bots doesn't involve aiming at all since once a bot is selected, it keeps selected until a new bot is sighted (or target gets behind something). The camera traveling during bot switch only happens if destination bot is in a different reality. And finally, slow-motion keeps working after bot switch if player holds the switch button instead tapping it. Video showing all of this:
The jumpad item was initially meant to be upgraded at some point, I also went after it since its implementation was rather glitchy. New jumpad simply sticks to the surface no matter its orientation, this opens up many more possibilities. Different properties can be used/combined to make possible multiple puzzles: fixed impulse, trampoline mode, 45 degrees output or simple plate usage. It isn't used extensively during the tech demo, but it will in a near future.
There are also some questions floating in the air. One is about difficulty; I believe there are no easy or hard puzzles in the end but more or less prepared players for a specific problem. Some players may need extra coaching, with adequate puzzle progression the frustration decreases up to minimal levels. The new demo should be better at this; I'd like to know what do you think. Remember the order: play first -> feedback later ;)
And just another, more general, question: mixing puzzles with exploration/action is the way to go or would you prefer it to stick only with puzzles? Thanks for your support, please share your thoughts, that's the only thing I ask in return for my work.