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(+1)

Having a single timeline to decide when cards are cast is a cool interpretation of the theme. Since shields drain over time, and you only see the next three moves of the enemy, I feel like there must be some kind of tricky strategy one could figure out to do well in the game. It definitely has potential.

I do wonder whether some kind of overall timeline indicator would make the game easier to understand, but at the same time, just placing a clock on the card and requiring the player to do mental arithmetic is part of the challenge.

(+1)

Yeah at first I was considering to make a singular queue (when I planned to have more than one enemy each encounter) but I couldn't find a way to make it intuitive to visualize who was performing the action, especially with concurrent moves