Thanks for the kind comments guys!
@Shirsh We have considered adding a "class" system for the game wich sets other rules for each playthrough. We either had different trashomancers as you suggest or hats. We've already made some hats since one of them will be used for sure and they are faster to add while the trash items are being made. The different trashomancers option has some conflicts with the goal we want to add to the ending of the game making it more a bit more difficult to implement and also with multiplayer (different players would share the trashomancer) but we'll decide if we'll have different trashomancers or hats as the game development progresses.
We think your suggestion is cooler but the hats are easier to do, so we'll decide later. Thanks a lot for the feedback! glad to see you get the spirit of the game
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Update 25
We had some trouble that slowed down the development of the game waaay more than we would like, but we haven't stopped yet. Here are some of the weapons that are in the way (they still need graphical and balance tweaks):
Guns, low dmg, easy to land, big clips!
Laser guns, flashy and easy to land, really low dmg
Rockets, every shooting game needs these
Surprise!
We have to tweak specially the big explosion trails and we'd like to add some popcorn to that corncob XD. All the dmg values and even some projectile speeds are still heavily temporary.
We also have some mocks to a new environment, but we haven't even decided on the colour scheme, this is going to take long:
As you can see we are trying to avoid the typical dungeony-castle environment at all costs xD. We want the cave to be the only typical environment in these games while the rest all have quirky stuff.