-Dash tweak:
Holding down the Dash key while also holding down Shield (as it's a combination press) lowers the player's Shield. This gets me killed a lot, as i misjudge the dash timer.
-I'm proposing that pressing the Dash key while also holding the shield key should not lower the shield bubble.
-/sit tweak:
In Haven, pressing a directional key while sitting makes the player stand back up. I have no problem with this mechanic. However, pressing a "move" key while in the "sitting" animation starts with a quick flit to the "idle" animation before starting the "standing up" one.
-I'm proposing that the "flit" in the "standing up" animation while in Haven should be smoothed out.
-Dark Harvest Confetti Tracking:
The TRICK animation makes the player stand still while the pumpkin goes up and falls back down onto their head, but the TREAT animation lets the player walk around sooner.
-I'm proposing that the TRICK pumpkin should track the player who threw it before then landing on their head and stunning them, instead of just holding them in one place.
-Gobblesnipe stranger clothes
The Autumn Prize box contains its own color scheme. Gobblesnipes are roughly the same size as their helicopter counterparts.
-I'm proposing autumn-colored Stranger hats and Robes as items in the next Autumn Prize Box, with the Stranger Hats being Gobblesnipe reskins of the Prismatic Sniped Stranger Hats.
-Dreams and Nightmares
Player characters never actually see the Core in its open state, and this somewhat ruins the mood for the Core lobby's scene.
-I'm proposing that the camera view should pan down to the Core's open (or possibly animated opening) hatch, and then pan back to normal before the rest of the scene continues. This pan effect would occur as Vaelyn stated "The Core is opening"
(Also a light cone effect behind the northmost tile in the core lobby to emphasize the Core's open state. Would do wonders for that scene.)
-Turret bullet patterns
Puppies, Polyps, and Howlitzers emit one bullet in T1, three bullets in T2, and a gradual spread of five in T3.
-I'm proposing a random bullet sequencer upon spawn of a turret enemy, starting with T2 turrets.
Instead of the standard attack from T2 and T3 turrets, the bullet attack would occasionally consist of a straight line formation of 3 or 5 bullets, based on Tier.
Alternatively, a V formation, where the center-most bullet travels ahead of the side ones.
Turrets would have a fixed shot type upon spawn. This shot type would vary (a gun puppy, polyp, or Howlitzer could spawn as a Spread, Line, or Vee type).
They kind of did the turret AI with the holitzers and polyps. It'd be neat if they made new polyps/turrets that did what you're saying though... randomly choosing them would result in chaos every time though.