I gave this a fair go, but didnt make it to the end.
The combat is a bit tedious and to slow for me to enjoy. With two dragons I have to click 6 times for each attack, and there are many attacks per encounter. So there is a bit to much clicking imo. I only used the swipe in my attacks since they seemed to do the most damage, and my dragons didnt seem to get damaged at all anyway. And the enemy amount increases the further into the dungeons you get. The attack animation makes me a bit dizzy.
When I gave up after I received the 3rd dragon at about 1h20m, the encounters had about 21 minions (which have about 20s animations to do one attack) which is a bit to much, and I guess they become even more further down the line.
One strategy is to take out the one shot minions to minimize the animation time for the crowd each attack.
I think the combat is a good start for something solid, but the encounter amount of enemies should be max 3 imo, and maybe not have to much health.It might be better to have the attacks easy accessable with simple buttons, or a repeat last button. Also maybe have the animations be toggleable at 4x 8x etc for players that dont want to watch each step of the resolve in slowmo. In my opinion its a good mental approach for us developers to try to make the players interactions with the game snappy enjoyable in a way that respect the players time.
I really liked the dragons, they look nice, also the color shift when applying elements is really cool.
I kinda see this game working as an idle game. Maybe that could be something to look into.
Thanks for sharing!
