I really like the way you convey the scale with this - the panning around the giant creature as you equip each slot, the sound effects with their oomph, the dramatic view of the death animation, and the birds-eye view of it all. It's an interesting take on a semi-auto-battler type of game, and the equippables give it a surprising amount of depth.
Viewing post in Let Slip The Gods Of War jam comments
Yeah, I knew that was going to be a big part of making the game feel right. I don't know if getting the camera to shake with every footstep, long before the actual core gameplay loop was done, was the correct game-dev decision, but it's the one I made, and it seems to be paying off.
I had plenty more ideas for equippables that also ended up on the cutting-room floor. Stuff like a flak gun that could shoot down incoming missiles, or a launch catapult for a little bomber (which might have been a small dragon instead), or some kind of melee option. So there's definitely room for even more depth.