I love how in-depth the roguelike structure of this is! Random events, a minigame that can show up, choosing your path, it makes it feel like a much fuller experience. I also like the sense of progression you get from earning varied new creatures and upgrading your stats. Also, love the fuyn creature designs!
The actual gameplay didn’t quite click with me… I really like the idea of the shrinking platforms, knockback-focused combat, and also the idea of physically assembling your team on your platform. There’s a lot of variation between creatures that seems like it could lend to some deeper strategy. However, in the actual game it’s kind of impossible to arrange your creatures cleverly, since the platform is tiny and they all jitter against each other in a giant stack, even falling off during the setup phase. Because of this, I felt like I couldn’t strategise at all, and ended up winning by just spamming everything I had into a giant heap and watching them go. That wasn’t super satisfying, and I doubt it’s what you had in mind!
So yeah, great job making a complete-feeling roguelike like this in a jam! I just think that if you make that team-arranging, spatial aspect of the game easier to interact with, it would be more rewarding from a gameplay perspective.