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(+1)

Super cute artstyle! Very colourful. I also enjoyed the fusion between tile puzzler elements and a more emergent, combat aspect. It could get pretty difficult at times trying to maneuveur through all those slimes!

I think it could do with a little more depth, especially as the levels go on. I didn’t feel there was any change in difficulty or complexity from one to the next, and although it looks like a puzzle game, there’s rarely a lot of actual puzzling besides charting an efficient path (which the random enemies often screw up for you). I feel like I eventually died not because the levels got harder, but because I just got a bunch of bad enemy spawns which ate up all my reserves. Some more mechanics/enemy types, a difficulty curve throughout a run, and a stronger puzzle aspect could help make the game a bit more satisfying and skill-based.

Nice work overall! It’s a very clean and polished concept & final product.

(+1)

I appreciate the criticism. I wish I had the time to do set enemy spawns and made it more predictable so you were rewarded for efficient pathing; but sadly I did not have the time for that.

Everything came down to the wire!

I know the feeling!