I see now, after the first reset you get automatic stat point allocation. So the whole point is to defeat as high level areas as possible because you get only limited encounters per reset. It might be a good idea to communicate this better the first time your character dies or collapses from exhaustion. Right now the character just collapses and says "I must get further" or something and I had no clue what was going on. Maybe give a lore reason for why you can only fight a limited amount of encounters. And some story for what happens to the character and why you go back to the start.
I think the mechanic of choosing an area to fight in based on the bonus you want is really cool. You can streamline the game a lot more with these tips:
- Remove the % chance for an encounter. It feels a bit clunky and having a random chance to encounter a monster makes the game really inconsistent. The gameplay loop is to be as efficient as possible with your turns, making the amount of turns random in this way feels a bit unfair.
- Have the player choose the next area by clicking it instead of walking around. Then animate the character walking there.
- Instead of showing multiplier bonusses on areas, show how much of each resource you get for defeating an area, and the monster you have to fight. This adds even more clarity to the game. For instance, one area gives 1 gold and 5 levels, the other area 5 gold and 1 level.
- Instead of experience and levels, simply show how much stat points an area will give. You already level up multiple times per area, this will make the choice of area much clearer again.
- When entering the boss area, it is a bit confusing that you can get random encounters as well. I clicked the fight icon because I thought I would get the boss, used my ability, and then found it was not the boss at all.
I hope the feedback is useful. Personally I feel like if the main gameplay loop is more streamlined, I can focus more on what I want to achieve for my next reset.
Some small feedback on the dialog in the first area: the main character does the same thing in every dialog. Complain about not knowing what is going on. Then the knight ignores it. It's not very interesting to have this same kind of dialog multiple times. Think about what you want to achieve with the dialog. If you want to communicate that the MC feels lost, this was already clear after the first time.
One more thing: maybe rename the "Peons Defeated" run statistic to "Monsters Defeated". Calling them Peons doesn't make much sense here.
Overall a great game, and it feels very unique. This feedback was all based on playing the first area up to the first boss.