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Really nice gaming experience. 

I thought I held a good pace, but it still took me 2h25m to beat it. But then I did circle the fire-roundabout about 10 times before finding the exit :)

Good layouts that are not to big and not to small. Nice mechanics of reviving the enemies after you gain their elements abilities.

When picking between using gold and using the upgrade, I kinda felt that I wanted more information before making that decision. And prob I would like to do them both at the same time. It would make the deck building a bit more comprehensible. The game difficulty felt good as well. I did have to replay the first level, because I died, but I realized the importance of not taking damage and it became a lot easier. I experienced some strange issues with some arching enemy that I expected shouldn't be able to hit me, cause of defense, but still did. think it was in the water area, not sure what was happening there. One thing I did find was missing was the information of intended actions of enemies that were not adjacent. This might have been a design choice but I would have liked to know when stepping towards them, if I were to get hit or not so I could prime some defense.

When I exited the game, I tried escaping but it didn't work, so I assumed it was a pc downloaded version I was playing so I did Alt+F4 to exit. Turned out I closed all my tabs in the current firefox window. Was able to reopen them, but it caught me by surprise.


All in All very good game for a jam!

Thanks for playing and glad you liked it!  Sorry about the fire roundabout, its so easy to not see that hallway :(.  For the water area, there is one ranged guy behind a detail that looks like it should block ranged combat, and he's definitely a bit annoying (apparently in a significantly not-fun-way).  In the post-jam update I'll probably fix that.  Yeah, showing intents at a distance would make sense, I also wanted that but didn't get to it because I don't have any way of drawing text in 3D in my engine yet, and ran out of time before hacking something together for that :D.

Because I have you enter full-screen by pressing F11, Escape doesn't exit full-screen (and, instead, let's it do game actions like open/close menus/etc, as I find it super frustrating when I press Esc and the game just exits full-screen under normal gameplay...), so you need to press F11 again to exit full-screen.  That being said, I could probably throw a button on the title screen "exit full screen" (or just call it "exit") that drops out of fullscreen to prevent such confusion.  I've definitely done similar things and not realized I closed an entire browser window until much later when I'm like "why do I only have 2 of my normal 3 sets of tabs open somewhere..." ^_^.  Anyway, glad to know you forgot it was a web version by the time you were done playing ;).

I rarely sense any difference in the web version vs pc. I've only had one game this jam that were laggy in the web version so I had to switch to the download. Maybe its because I have a good enough system to run it, dont know. My computer is starting to get old by now, but then system specs seem to last way longer these days than they used to do.

Yeah, if it's a well-optimized web build (my engine'll run on an Intel GPU of like 10 years ago just fine, I think :D), the main difference is just in the user experience (like being unable to catch the Escape key unless the user enters full-screen by pressing F11 themselves, not clicking on a button/etc).

Yeah, I pushed out my WEBGL build at the deadline of the jam. Was aiming for only PC, but managed to get the web in as well. Didnt think about one part of my game not being able to use ESC to exit the menu. I do However think I solved that in some way in the start menu, by forcing the control of what ESC does. Not sure exactly though., since its based on some of my older code.