yay im glad it hit, the way i kept fucking around with this one i was worried it would feel overtuned and overly rigid. hp is a really interesting stat that feels weirdly subtle in practice, i guess as long as it feels like you have "enough" hp that it's not a constant liability, having very high hp doesn't feel like much of an asset. i think it's because in most games the limiting factor in how long you survive is your healing resource supply. it'd be a fun challenge to center a game around the goal of making hp feel really important as a stat, but as im learning it can take kind of a lot of data points to make these contrasts really pop.... shit though, maybe it doesn't have to. that could be another challenge, too
in the VX days i had a roguelike i kept trying to make called Edifice where you had a shitton of HP (2.5k for everyone) to start and there was no healing. this font was terrible but you can see how BIG of a role i wanted it to have

game was unfinishedish and probably bad but its always something i thought was fun. like there was still tanking but that meant oyu were spending that person's HP to protect other peoples' HP... idk! i think it could be compelling with defter hands!