I like the game but I think it needs some work.
Firstly, I was really confused about the types of attacks. Not only are they merely described in a tiny text box, but they also don't seem to function the way they were described.
For instance I found the the purple (penetrating?) attacks and the green hill attacks both seemed to function identically to the regular red attack. I got the sense that green was supposed to get an attack boost halfway down the field but it... didn't? And was the purple one supposed to survive if it passed an enemy attack that would kill it? Or was it doing bonus shield damage? Couldn't tell.
I also was very confused about the crafting system. Perhaps I was just unlucky but I combined a rune recipe with 3 items crowns and 2 rocks (which should create something OP if you have strength) and it seemed to create a regular attack. Weaker than my starting ones perhaps. I also did the same thing with a stomp attack and a bunch of butt power. In my inventory it said it's attack ranged from 0-42. But in battle it said the range was 0-0. And never produced any attack.
There's more, like how it's never explained that your money is your XP/height. So selling things gives you a power boost and buying can make you weak, nor was it explained that each character then had their own 'wallet' of height-money to buy/sell from. Or about how the game is essentially turn-based, but pretends it's a real-time game. If you want it to be real-time, why can I pause the board? I'd personally prefer the turn-based nature to be embraced. Although I did find combat to be very slow, not necessarily in a bad way but every enemy felt like a war. Perhaps the fights should be fewer but rewards higher?
The issue with attack glyths is the need affinity to match the character (at least what I learnt from testing) with the amount of loot their isn't really a reason to buy stuff (the XP you get increases as the parties height does), I only started using the pause cause I had so many attacks I couldn't place them fast enough (cause everything increases as you get taller compared to the opponent)
Getting the third party member helps since you get 3 more attack slots, though I found how some items work to be...not how you would first read it, the *0.5 means a 50% boost, which is not what times a half means
I would say the game is still in early beta by how much their is to do, but I agree that in game description need to be reworked a bit (and other things but I'm gonna wait to see how 0.2 turns out)
So first of all, hill seems to work for me, it deals damage to an enemy 3 or 4 tiles away so it effectively hits without getting hit. Secondly, as far as I can tell the key to making good stuff is to give base +scaling for a single stat corresponding to what you have on the character you want to use it for and then increase the positive %scaling on that stat as well; otherwise it doesn't matter if you gave it huge damage scaling or great +scaling, the positive and negative scaling are equal so it's all rng if it's even usable. I also noticed a decent amount of items with incorrect effects shown compared to what they did in the crafting screen so be careful with that.