Death's design really does something for me, and i think the magician is an interesting contrast even if im not invested in the same way i am with Death (we are positioned somewhat antagonistically to the other cards presumably, but definitely with the magician and how we are disheartening to them). I was wondering how many of the animals you had planned out for each one of the tarot cards, obvi death=crow and magician=fox, but if you have the doc id enjoy hearing the scheme ;)! I also enjoy that death taking on the role of "doing paperwork" appears to be a fuck you to some of the other caretakers and not actually required of them or anyone, very fun and very fun that that comes across.
A lot of aspects so far seem a little safe (the archetypes make sense but some of the writing doesnt grab me as vividly, some of it does though), but i do think the interplays promised seem worthwhile, one problem is that the game's shape needs to change over time (perhaps a group gets sick of death's trick and tries to impede your standard process, perhaps most characters wont even talk to you at the beginning and have to be unlocked in some way), not saying you dont have valid plans for this phase of the game, more that those things seem kind of daunting to me playing this far out (i tried a similar depth play and only printed the magician for mine, only with wildly different artistic uh merits yeah we'll call the differences in our styles a difference in merits sure).
having a top down WASD room section i think is very neat, its highly readable as game material i think is the biggest thing, hard for it to fail to say something. right now the game spaces feel highly utilitarian (im not against the grid start with gates for death, but seeing this formation repeated rigidly within the magician did raise some eyebrows, id go with something more [en]trail adjacent if you still need the chakras, but it might feel more natural in the full game anyways), this might be as consequence of time constraints, but im sure youll find ways to make them more compelling. Entering the stomach is weird given how conceptual level 1 tries to maintain itself but i like it, it makes sense when you realize you were churning the magician's stomach a little bit before going in, and that this might be a weak point for them (and that our character might be a touch invasive). being in the stomach did break for me, i tried to wriggle, i tried to click on the eyes, to no avail, so that the end of my experience.
i think the clickboops when they talk caused me to calm down and read a little more thoroughly, but the key strength is the design, holy!