Overall a really impressive and cool game - great visuals, great gameplay, really impressive and sets the bar high. Please don't take my notes below as criticism on the game - I frankly aspire to get my future games to be as well made as this one. You provided me a lot of really valuable insight on my review so I'm just hoping to return the favor.
- Starting off with the biggest issue: The game froze and crashed right as I beat the final boss which was a big bummer. HP hit zero, he did his little death wiggle, andddddd the game froze (music continued but projectiles froze and I couldn't move - gave it a few minutes and it never cleared).
- Thumbnail and narrative intro made me expect a very different game than it turned out to be. Fine for a jam but if you intend to go commercial at some point, something to watch out for.
- Took me a second to realize that the player hitbox was the little node in the center; definitely helped the sprite/hurtbox disconnect but it did feel awkward that the main sprite could get hit pretty directly without issue. Maybe make the hurtbox visual even more distinct.
- Boss battles had me absolutely blown away. Projectiles felt good the whole game but that first boss battle had me blown away with how good it felt. They were simultaneously massively overwhelming while entirely manageable and felt fair.
- Card fusion page seemed a bit buggy (that or I was misunderstanding what was intended) - if I tried to select break on a top row card then the mouse input would go to open the card slot below. Also visual preview in the top left sticking around and not clearly properly.
- Card fusion was a really cool and fun concept, I feel like card fragments were almost too generous and not varied enough though. After the first boss I had enough to fill out all 6, and after finishing the second boss, the time to sort the cards to minmax felt like it would be more of a hassle than anything. I think there's potential there but in the current state it just felt like friction.
- "Rate shoot" was confusing me for longer than I'd like to admit; I was expecting 'high number = better' and was wondering why it was going down as I added cards (to the point that I thought it was a bug at first). Instead of reporting it as the cooldown between attacks (I assume that's what the number represents), I personally find it more intuitive to have attack speed numbers coincide with attacks per second. Maybe just a personal preference things and I could just be biased since that's how games like League of Legends report it but I have to imagine they do it for the intuition factor.
- Soundtrack fit the drum theme really well and was welcome without getting distracting.
- Not sure why but the animations on those little sun guys in particular felt super fun - was always a joy to see them.