Honestly beautiful. Just like others, I was not understanding it fully on the first couple of playthroughs, but once you understand the dodge mechanic you're set. The countdown of the blessing was very present and sometimes forcing you to make very interesting decisions between taking damage, wasting one blessing to dodge, or trying to attack hoping you had enough dmg output. Even though I agree with others that the art is the clear strength of this game, the game loop and grind has definitely got some potential. I think some very simple effects like shakes, dmg counters, even just blinking text that pulls the attention of the player to the relevant parts of the screen at the moment of effect, would help the essence of the gameplay that you already have, truly shine (you already have really good sound effects that partially remedy to this problem though, and they're great!)
Couple opinionated takes:
- the three attack types feel more like upgrades than different types, maybe they don't necessarily deserve different slots on the skill bar.
- the last skill feels too expensive or poorly integrated, I ended up beating the game without using it because of this. Also it doesn't combine well with the dodge because of this (skill -> dodge -> only one turn to make a big hit unscathed | total cost 5 blessing)
The rest of the skills feel pretty well balanced overall, and honestly very good ablancing probably requires hours and hours of playtesting, so congrats for managing to do such an entertaining experience in this 90ish hours! Thank you for making this and congrats!