Thanks for the honest thoughts. I can see how the gameplay feels like it lacks strategy. I think it comes down to how we implemented luck. We knew luck was important (it’s in most roguelikes and strategy games), but usually luck creates the situation the player has to solve, while strategy gives them the tools to deal with it. In our case, luck directly decided how effective your ability would be, which gives players less sense of control. If I could redo this project, I’d definitely rethink how we handled luck to make choices feel more strategic.