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Hi! The other partner here :) First of all thanks for the review. I cannot put enough how these replies mean for me and for us...

For your concerns about the battles being repetitive I also having that anxiety while developing the game :) But from the play-tests I can see a light for the AI logic and overall challenge it provides. 

I would love you to test when we publish the game :)

And for your last remark; why roguelite dealbreaker for you? I'm really curious about that because in my mind I envision the game with experimental and incremental progression like Slay the Spire or binding of Isaac maybe, which were fun I believe. 

Love to hear from you again and thanks for your reply again :) 
OG

To me, rougelite games are defined by the following characteristics:

  • Random world.
  • Random challenges.
  • Random loot/progression within a run.
  • Permadeath within a run.
  • Relatively short runs.
  • You lose more runs than you win.
  • Slow progression across runs, requiring you to play the game over and over again to unlock new content.

None of that is appealing to me. I like worlds that are worth committing to long term memory. I like challenges and loot to be balanced, and I like being able to plan ahead using the foreknowledge of what the challenges and loot are going to be. I like being able to see the good end of the game on my first run. I like long, epic games. I like putting the game away after my first run and starting a new game.

I never played Binding of Isaac, and based on its gross-out themes, I probably never will. I’m barely aware of Slay the Spire, although I’ve heard the name before. But I think I’ve played enough roguelikes and roguelites (ADOM, FTL, Dicey Dungeons, Darkest Dungeon) to know that they’re not my cup of tea.

The one roguelite I played recently that I actually enjoyed and played all the way to the end (of the plot, without all unlocks) was Desktop Dungeons. I liked how it balanced its random map generation with the most non-random combat system ever: I could calculate exactly how each battle would end, down to the last hit point, before even starting the fight.