Thank you so much for this incredibly detailed feedback!
I’ll try to explain why we went with this approach and what we think is missing in terms of gameplay:
Why not just make the wheel’s rotation random?
When I was testing it, I was extremely frustrated by the lack of agency. No matter what I bought, I couldn’t protect myself based on my HP, nor could I try to end the battle in a way that benefited me.
So we figured we needed to add a way to choose what to shoot at while also adding some “difficulty” to aiming (due to the speed). We also wanted it to vary depending on the enemies, but we couldn’t implement that due to time constraints.
And then we wanted to link the gameplay of this bar to tiles we’d obtain, for example : applying a poison effect to the enemy, but the poison damage only activates if you hit a specific area of the bar. And the more poison the enemy has, the larger the zone becomes. That way, you either try to aim for something specific, or you set up the wheel for the next turn to get multiple beneficial effects at the same time, because for this turn, it’s not possible to get exactly what you want.
We also would have liked to have more variety in enemy gameplay, more biomes, and longer levels, but unfortunately we didn’t have enough time to implement everything we wanted.
Sorry if my answer isn't thorough enough or misses the point, English isn't my first language, haha
