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(+1)

Oh, wow! I'm surprised the amount of content you got in this game! I haven't played all the levels, but it seems each level I did play was always introducing new mechanics and enemy types. I also appreciated the ability to skip dialogue when I had to redo a level. The animations also felt very polished such as the squash-and=stretch when placing monsters. Very impressive for a jam submission!

It took me a bit to get used to the mechanics. At first, I misinterpreted the dialogue and was having the monsters killing each other before I realized that's the opposite of what I was supposed to do, lol.  In the end, it really comes down to positioning and memorization as you have to try to remember what monster sees/attacks what to properly place other monsters in a safe tile. I am very bad at the game, but once I got the hang of the mechanics, I did feel I was improving bit by bit.

I do wonder if the monster info could show up on-screen when you click on them, rather than you have to make a second click on the info button? Could help improve the flow of each level a bit if I could single-click the monster and see what their sights/enemies are immediately. Especially with the timer forcing you to think quickly before the blizzard arrives. Also, maybe the monsters' sights could show up when you hover your cursor over them? Just some small tweaks to improve the flow by saving the player on clicks, especially since they will most likely be clicking a lot to re-check the monsters' info.

One mechanic I didn't care for was the blizzard timer. The game is about trying to position and remember all the monster details, which encourages you to take your time and think through your decisions, and the blizzard timer seems in opposition to that design. I do wonder if the blizzard mechanic could be better incorporated into the puzzle design better, like maybe the timer only increments after a turn, effectively giving you a limited amount of turns. Something to consider. 

Overall, this is a very impressive entry! There's a lot of visual polish and a good amount of mechanics introduced in each level to keep things fresh. Nice job!

(+1)

Thank you so much for playing the game and for the detailed feedback. This is exactly why I make games.

First of all, I think it's completely normal to be a bit confused about how the game works. Revisiting the tutorial myself, I find it a bit overwhelming with a lot of information to digest. This was my first time making an interactive tutorial, and I'll be honest, tutorials are generally one of my weak points as a developer, so I totally understand where you're coming from.

About the number of clicks, I see your point. Fewer clicks are ideally better for UX. For example, making the attack range appear when hovering over a monster and then showing additional information with a single click. I was afraid that approach would clutter the screen, since the levels already have a lot going on and a lot for the player to track. Ultimately, though, I think this is exactly where feedback like yours shines. UX design is largely based on user testing, or in our case, player testing, and unfortunately I didn't do much of that during development. So those are great points, thank you.

As for the timer, my thought process was that I wanted to simulate what happens during an actual natural disaster, where events don't wait for you to take action. They just happen. My intention was to give players enough time to think and strategically place monsters, but not enough time to become completely comfortable. I wanted there to always be room for chaos and unintended situations to emerge. However, more and more people have mentioned that the timer actually fights against the core mechanics and the somewhat turn-based nature of the game, so that's another valuable lesson I've learned from the feedback.

Thank you so much again for your feedback. I'd be happy to read any additional suggestions or notes you might have about the game.