After another 4 hours with Seraph, I think I'm done with the game. It's not that I've seen everything the game has to offer, no, but the more I play the more I realize that behind (or in front of) this great idea lies a not-so-good implementation.
Partially reiterating what I mentioned yesterday, here are but some of the things that bug me:
The level layouts aren't all that good.
The AI's pathfinding often causes it to get stuck. (Sometimes even in an open space. Overall, it's highly abusable.) In addition, some attacks can not be reflexively avoided, which is a source of frustration.
Particularly combined with the previous problems, the camera is zoomed in too close. And it seems our aiming AI can't really aim off-screen much.
I can't understand why the platforms that can be shot through, can't be jumped through. This would alleviate a lot of the the level layout problems as well.
The mote pickup range is way too short, and pre-placing them in some hard-to-reach places isn't really helping a game that has its main focus on combat. The places aren't actually hard to reach at all, as our character is incredibly mobile, it's just annoying. I guess this falls into the "bad level layouts" thing.
Interaction with chests, weapon closets, and other such things is too clumsy and takes away from the momentum of the game.
So, yeah, again, great idea, good combat, bad execution of mostly everything else. I think this would be a much better game if it were dumbed down a little. Needs to be less complicated, more flowing.