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This is really cool! Unfortunately it does have a few issues imo, which mostly result in the game feeling kind of "inconsequential". I think with how frequently enemies spawn, it would feel really good if you could tear through them really quickly, but each enemy has a decent amount of health, and as groups build up it feels pretty much impossible to land multiple hits on any one enemy, so instead of feeling powerful standing up to these massive hordes of enemies, you just feel powerless pushing against an impenetrable wall of dudes. Even with that said though, it's pretty much impossible to die, as it seems like you have to stand next to one enemy for a small amount of time in order for them to do damage to you, instead of them just doing damage on contact. This makes positioning fairly meaningless. If you look at Vampire Survivors, the contact damage works with the generally slow movement and the gems that you need to pick up really well. The slow movement gives you time to calculate how to move around enemies and form a path that gets you to the next group of gems, but here, you just sort of go where you want to go, as long as it isn't the horde of enemies (not saying you have to copy Vampire Survivors verbatim, just that you need to somehow justify movement working in the way it does). I also couldn't really tell what the different slot effects were doing, as there isn't really much feedback to help you understand what's going on, so it all felt the same to me. However, I really liked the idea of rolling a new set of effects every time you reload, and the art and sound are fantastic! With some overall polishing, more enemy types, better feedback, and more juice, I feel like this game could really shine :) Great job!

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Thank you for serious feedbacks!!!! 🥰