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I managed to get a score of 35 on round 8. Is that good? I have no idea. It was difficult to grasp what was going on, but the timer was so tight I couldn't think about what I was clicking. Apparently there was an opponent? Maybe if instead of a literal timer, it could be an amount of rolls you're allowed to do, then I could take a second to see everything on the rolling screen.

In spite of the confusion, I think I was having fun. The music and sounds were were nice and the visuals did a pretty good job at communicating what I was supposed to do, even if I didn't know why.

You clearly put a lot of effort into this game, and there were so many shop items I never got around to exploring. This one might be a secretly amazing game that just has too high of a skill/knowledge floor.

Thank you very much for trying out our game. This has got to be the best comment I have seen within the jam so far on any game I have checked out. 

This was our first game, never touched pixel art or godot before this, but we have experience coding. We knew our biggest challenge would be balancing the game, and you, like many others, have hit on some of the weak points within our game. 

If we were to redo it at this point, we would likely make every round of the game last 30 seconds. We experimented with rolls per round early on, but it felt right to have a time pressure given that it sped up the game. We played around with a ton of different times per round, but ultimately it ended up being too short in the early game. 

Another thing we struggled with was incentive. as you mentioned, no real sense of progression. We are still not 100% sure how to make that better, but we still have tons of ideas for different abilities and making the game more "readable". Thank you again!