<s>[INST] This seems like best practice for considering the design if someone is being asked to review a games design, giving context about the key issues with that particular games design without giving away the game. 

Let's consider this game design, keeping in mind GDC 2016 had a talk on the "Dirty Way to Make Characters React"

Current issue to consider in the game is, 

Let's say viscous magma is standing 10 feet to the left of the player, with its standard heat output, and and in every frame ~.5 units of heated particles are being expelled and colliding with the player. 

Here the reactions seem extremely nuanced, making it quite hard for the player to understand why the player character is reacting, without even basic heatmap visualizations. 

Also, there's a complex set of behaviors the developers have implemented in which the magma seems to have additional heat bubbles rising with additional heat. These also interact with the player when close to the magma. 

What would you do to make characters react in this game, given that you only have access to view character reactions?[/INST]