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I've downloaded the Linux build, I believe, and will hopefully give it a shot and report back later. ^_^

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Works well ! One nitpick is that it would be better if the zip extracted as a folder

Update! I've tried it out, and--as tic_is_mad reports--it does indeed seem to work. ^_^

As to the game itself, I like the idea, but I have a few points of critique, if I may. Before I do, however, please note that I've only played a level or two, and so it's very possible that some or all of the below is answered in later levels.

- There seemed to be little incentive to move the human character overmuch. I just parked them in a corner and blasted away with attacks, with the occasional defence as called for.

 - Perhaps relatedly, there seemed to be few objectives, save "survive all enemies"--and no clear indication of how close I was to that goal (that I spotted, at least).

 - Since all the attacks were the same aside from shape and cost, and since enemies were seldom clustered enough for the attack-shapes to make much difference, the choice of which attack to use didn't feel all that interesting.

 - The tutorial was somewhat front-loaded, with quite a bit fed to the player all at once. It might be easier to absorb if spaced out a bit, especially if the player can do the things taught just after each lesson.

All that said, I do think that this is a premise that could be quite interesting, and I like the AI character thus far. ^_^

These are some really solid points, thanks a lot for the feedback! 

- As far as the incentive goes, the blue orb thing is supposed to work like that, however in the compo version there's a bug where it only spawns once and after that you don't see it again. The main idea is that at the start of your turn there's like 20% chance this orb would spawn and it would give you some upgrades like health refill, more movement, more cards and more action points. Another idea for the movement incentive would be for enemies to drop stuff like XP that could be used to get upgrades at the end of the level. But the point is that I noticed that people could stay hidden like that a lot and that they definitely needed an incentive to get out, just didn't get implemented too well here ^^"

- You're also right about the objective and attacks. I focused more on having this be like a vertical slice of a full game in that logic, so there's not too much thought into the larger scale of things. Just wanted to tried some concepts I had in mind :D

- And yeah, the "dialogue" thing was one of the last things to get implemented, so I didn't have a lot of time to add a proper tutorial, I just dumped the whole thing in there and tried mixing it with exposition. The result was not too satisfactory as others have pointed out 👀

Thanks again for your insight and comments!!

That's all fair, I do think! Indeed, so it very often goes with game-jams, I do think: there's much that one wants to implement or fix, and only so much--so little--time in which to do it!