Thank you for your compliments! In my opinion most of the downsides of the game is caused by me starting making this game when there were 5 days left to deadline, so I couldn't get that much playtest, and couldn't make the tweaks and little fixes I had to do in time, my only playtester was one friend of mine which had a laptop with broken fans (he kinda risked burning alive to playtest the game xd), and he wasn't able to play the game that much.
And for the health I wanted to go for a different way of making ui, so what I made was adding the green ring that closes in according to how low your health is, and same goes for the mana, it is represented by the rings around the hands of the wizard.
It would have been better for the game to introduce the ui and the element cycling in a tutorial, so player would understand the ui and the core mechanic of the game a little bit better.
At the end we get into game jams for the experiences and the challenges right? People learn the stuff they experience better than the stuff they watch/read, now for sure I know that if I am gonna make a game with radical ui designs like this, I have to also make sure the player understands it fully whether by a tutorial or something else.
For now I am planning to remake this game in LÖVE, with using the player feedback from this version of the game to not repeat the mistakes, maybe I will announce it on the jam's discord server when I make a playable demo of the remake.
Once more, thank you for your compliments and feedback!