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(+2)

It's definitely unique, but I had a lot of friction with this.

1. The ingame "how to play" is completely off. Perhaps an earlier idea for the game?

2. You've taken a nodelike structure but the upgrade costs are really high with (mostly) very small effects. I was getting about 200-300 gold every 1m 15s, which *might* afford one upgrade. In a normal nodelike sort of game, you're buying 2-3 upgrades a minute.

3. This feels like it was built for an old games console, which is a cool vibe, but it's being played on a PC. I should be able to hover things for more information (are the different circle colours *actually* different?) or see more of the game by fullscreening. I had to zoom in on the web page to 160% just so I could see what's happening.

4. The heroes' movement is very dumb. They're quite happy to start going back on themselves through already-explored rooms even if there's a completely novel path right next to them. Some way of controlling them would help a lot. (I just ended up building a single path every time so they didn't have to make decisions)

Saying that, it's a neat idea and I think it could be a fun game with further development!

(+1)

Thank you so much for the advice. I've only recently started studying and developing games in this genre. For example, the upgrade tree is something I've tried doing for the first time.

Regarding setting a limit on the upgrade rate per minute, I didn't actually set it beforehand. But I thought about the games I've played, and they actually allow upgrades much more frequently. So it's a very good idea to set it beforehand. ๐Ÿ˜Š

Regarding the enemy's movement, I initially planned to use Astar, but it didn't have the time. My apologies.๐Ÿ™

Anyway, I'd like to develop a PC version of the game (using a different engine). Your advice has been very helpful. I'll make changes after this jam session is over. I hope you'll continue to provide feedback. ๐Ÿ™๐Ÿ™๐Ÿ™