Putting in lots and lots of placeholder sound efffects to fill the void. Meanwhile the music is still fun and giving the game atmosphere. It's amazing how empty a game feels when it's missing music.
Changed how attacking works slightly. There is now a 'light attack' and a 'heavy attack'. The heavy attack takes slightly longer (1.5x as long) but does more damage (2.0x). Attacking always cools down faster when the button is unpressed as well, meaning it rewards players who press repeatedly instead of holding down.
The real difference, however, is that with heavy attacks you can't move while attacking. And attempting to move instead rotates the direction your character is facing. Giving you the ability to stand your ground. This is not new.
What's new is how movement works when you hold down the light attack button. When holding it down your character does not change directions, allowing you to strafe back and forth or forward and back or in any other movement you want while your direction doesn't change and you can fire repeatedly.
I ran this by my sound and level designer and he feels this allows the game more strategy and means we can increase the difficulty of the monsters because players can now run backwards while firing at them.
Originally he wanted mouse controlling direction and movement be with the keyboard but that would make multiplayer on a single computer impossible and completely changes how the game feels. I stand firm on keeping Arcade mode and I think the mouse+keyboard controls take away some of the Gauntlet feel. This was a happy compromise I feel good about too.