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(1 edit) (+1)

I really like the look of this game - a great watercolour-esque artstyle, an adorable player character, and some nice touches of polish. (The low-health zoom, the credits integrated into the level, etc.) It was a really clean experience and flowed well as a roguelike!

The use of the timer as both a health bar substitute and a reward for killing enemies also works well - it adds a great back-and-forth tension to combat, flipping between high and low time. It incentivises you to stay aggressive when damaged instead of running away, which makes the game more urgent.

I do think the actual combat could do with a bit more development. There’s only the one very basic enemy type (at least that I saw), so the only thing that changes from round to round is the amount of them. I didn’t feel super encouraged to keep grinding because it felt just a bit samey. I also think the attack range is maybe a little too short - you have to get right in close to hit enemies, and their attacks have no telegraphs, so you just tank damage. I think with some more depth in these gameplay areas, the strong aesthetics & structure could shine even more.

Great work!

(+1)

thank you! this is a wonderful piece of feedback <3