Luigi's Mansion 3 is nothing short of an excellent video game, and it is a wonderful showcase of the better Mario Bros franchiseThat said, the game also features a few rough edges that take away from the excellent game that it is as well as can be. The game features lush environments and memorable bosses, all wrapped up in a sometimes spooky "mansion."

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However, some not great choices were made around some of the game's controls along with some of the level designs. So, here are 10 fixes that Luigi's Mansion 3 needs in order to make game even better.

10 Boos Need A Better Identifier

The game features two sets of collectibles, gems and boos. Gems are hidden around the floors, with six to each. Boos, on the other hand, are spread around the hotel and are found through feeling control vibrations. Unfortunately, these vibrations are not very obvious and can be very easily missed. Like, not find a single boo after the tutorial, easily missed.

The vibrations either need to be harsher or the game needs some other form of detection, like a light on Luigi's vacuum. Something that can be noticed but still requires some effort to track down the exact location of the boos.

9 Sensitivity Options For Controls

The game features a large amount of spinning Luigi around. The game also does not feature the option to either adjust the sensitivity of this or invert the Y-axis. This is extremely frustrating in a modern game when people's preference for how sensitive they look around varies heavily. While this could create some issues with the way ghosts are caught, but that sensitivity could be left the same.

Even the option to adjust the movement while traversing the hotel would be greatly appreciated and make the game control that much more enjoyable.

8 Better Tutorial

Luigi's Mansion 3 features an incredibly short and to-the-point tutorial, which seemed fantastic at the time. Further into the game though, it becomes clear that it failed to mention a few important details. The game teaches the flashlight and vacuum sucking and blowing options with the face buttons and moves on. It does not, however, explain that the flashlight does not need to be charged to be used.

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More importantly, it does not explain that the vacuum controls are also mapped to the shoulder buttons, which are far better to use since they don't require taking your thumb off the right stick. The game has the ability for Luigi to look around and vacuum, it just doesn't tell you.

7 Make It Clearer That Items Can Be Interacted with

Nintendo sometimes overdoes it with some of the hand holdings in their video games. That said, Luigi sucks items up with his vacuum right? That is the main thing he does in the game and has done in the series. Some items in Luigi's Mansion 3 cannot be sucked up, instead, they can only be picked up by walking up and interacting with them.

This is not intuitive and could use a quick explanation. The best example is the key behind the check-in desk on the first floor. The key appears elevated and moves when sucked, but can only be acquired by pressing a button on it. Super nit-picky but still annoying.

6 Some Type Of Upgrade Or Unlock System

The hotel is filled to the brim with money. It's just everywhere. Luigi loves lining his pockets with cash. The game features a shop where you can buy stuff, cool right? Except that you can only purchase extra lives and collectible trackers. The game has tons of money for you to collect and do virtually nothing with.

The game could really use some type of upgrade system, like health for Luigi and Gooigi. the other option would be some type of unlockables, like different costumes (think Super Mario Odyessy) or vacuum designs. The game really could use something for Luigi to throw his money at, otherwise, the entire economy doesn't work.

5 Level Length/Pacing

The second half of this game features tons of variety in the themes of the hotel floors but the amount of depth varies wildly. Levels like the Paranormal Productions and the Boilerworks are very robust in size and length, taking a long time for completion and exploring the concept they are based on.

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However other floors, like the Unnatural History Museum, don't have any puzzles and lead straight into a boss fight. While not every level needs to be the same, the game feels like it wasted some great concepts on short levels and used weak concepts, like the Hotel Shops, for more drawn out levels.

4 B2 Boss Fight

The boss fight in the Boilerworks against Clem the mechanic ghost comes after a long level of traversing using a rubber duck inflatable tube, which is more annoying than anything else. The boss fight involves trying to steer this in a circular pool to grab him after he spins and shoot him into a wall.

Unfortunately, this is terrible to steer and makes this fight more frustrating than anything else. The floaties need better steering or something to elevate the frustration of this fight. This crosses from hard to annoying almost instantly.

3 More Enemy Variety

While the game features a robust collection of boss ghosts that are all great in their own way, the normal ghosts Luigi encounters along the way get very old very quickly. The game has only a handful of regular ghost types and opts to change them slightly depending on the floor.

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Sometimes they have weapons, sometimes they wear goggles protecting them from the flashlight. Even with that, the majority of fights in the game go the exact same way and get tedious quickly.

2 Difficulty Options

Something that many Nintendo games should have, Luigi's Mansion 3 is an extremely easy game, combat wise. While the difficulty of puzzles can't be adjusted that easily, the difficulty of combat encounters certainly could.

This could mean adjusting the health of ghosts, the health of Luigi or the behavior of the ghosts during fights. There isn't anything wrong with a game being easy, but the option should always be available to make the experience more challenging.

1 Slam

The extremely powerful slam during ghost fights in Luigi's Mansion 3 is the best way to defeat ghosts and, in some cases, the only way. This is frustrating because it risks the challenge of being dragged around the room trying to avoid objects to capture ghosts.

It also is a little broken, since you can change the direction you are slamming the ghosts which each hit, defeating the other ghosts by hitting them with their friends. This gets really old really fast and needs to be taken down a few notches, making it an option, not a necessity.

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