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(+1)

Love how the game manages to roll everything together into that one clock at the centre - mana, health, attack order, the works. It's a really fun system to play around! A full release would be amazing if one is ever planned. Art, music, and UI design are all also very clean, no notes except for maybe including a number for health - hard to put the damage value information to use when you can only eyeball the effects on the health bar at the top. Other than that, great job!

(+1)

Glad you enjoyed our game and thank you for the review nd kind compliments ^^

We did considered showing the healthbar numbers about midway through the jam, but decided against it. I was actually the one to advocate for showing the raw value, but was convinced otherwise. It was a hard decision to make.

We didn't want the maths to invade the gameplay too much and possibly hinder at the reawrding excitement of the guessing game. Pure optimization turns it into a plain math problem, estimating involves the temptation and risk for greed, tilting the decision toward more of a mind game rather than a puzzle with a set solution.

To still give the player something to still look forward to, we compromised with only indicating the damages directly in the healthbar. I do think we could've pushed that aspect of the game even further, but as said previously, this was implemented midway through the jam so we didn't have time for it.