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(+1)

Played the first five nights. Art and story are the strongest parts, and the visitor turning up at the door each day is a good hook, I kept wanting to see who came next.

The two phases feel unbalanced to me. Defence gets properly hard, there is a point where the projectiles come in such volume that dodging stops feeling doable, whereas the attack phase is mostly kill the special ones first, then clear the rest and keep away from the ghosts. I expected the card half to be where the thinking happened and it turned out to be the easier side.

There is currency but I did not get far enough to see if you can buy health potions. If that is not in there yet I would want it. One thought: let me use a potion during the attack phase but make it cost me my attack that turn, so healing puts me straight back into defence. That way it is an actual decision.

Also I did not hear any music at all, and this game really wants some. The loop is fantastic otherwise and the storytelling holds up

Thanks for the feedback!

Yeah, the health recovery card is already implemented and will be added in the next update. It'll work exactly as you described

About the music - yep, it's in progress

Could you describe how you imagined the attack phase working? Like, were you picturing it as more of a tactical puzzle? That part was actually designed to be more fun-focused rather than strategic. I can ask my playtesters about it and there's a chance the attack system could get a rework toward something more tactical

(+1)

Not a tactical puzzle, no. I think fun-focused is the right call, I just want a bit more to decide in there.

What I had in my head was a few special cards you only get once per night, something with an area effect, and maybe an ultimate that unlocks when a condition is met. A meter that charges as you land hits, that sort of thing. The part I actually like is having the defence phase feed that meter: dodge a projectile at the last moment, really close, and you get bonus charge. Then playing well in defence carries over into the attack instead of the two halves being separate, and there is a reason to take the risky dodge.

One smaller thing. Enemy health in the attack phase. The cards show me how much damage the weapon does, but I have no idea if that kills the thing or leaves it standing, so I am guessing every time.