I played all the way to the end. It was quite enjoyable, however the fire goblet section could have been more difficult (maybe 3 goblets instead of 2).
Otherwise here’s some dev-to-dev feedback ;)
Bugs:
- It seems like it is possible to click a tile before an enemy spawns there.
- It seems possible to waste a click on an already dead enemy!
Meta progress:
- The chances should be written in %, as that is the norm.
- Meta progress upgrades related to difficult sections could be fun (reduce the number of obstacles in worlds by 1, 2, 3). So that way you can start the goblets out at 4, for instance, and the frost crystals go 2->1, goblets 4->3. Which would make this a significant upgrade.
QOL:
- Meta progress, show somehow how many upgrades something can take visually (or if it’s maxed out would suffice too)
- Meta progress, show (blacked out) the next upgrades unlocked by picking an upgrade. This makes players curious what’s hidden behind an upgrade even if you don’t particularly want that upgrade.
- Round completed, add the “upgrade available” to the return to chapel button so you can make the decision there if you wanna play another round or check out the upgrade. Perhaps even the number of upgrades available instead of just a “+”.
Suggestions:
- Something special for clearing out a level completely for the first time.
- Meta progression upgrade that unlocks “looping” each level. Each time you full clear it 4x’s the cost of clearing tiles and 100x’s enemy HP, and ups the difficulty of the level quirk (i.e. +2 crystals, +2 goblets) or something like that.
- Change the click sound to something less harsh. It is a bit strong compared to the rest of the sound design imo. Also add a hover sound that “foreshadows” what the clicking sound will be by being a very mild version of it, but with similar timbre and sound quality.