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Hi HappySealGames,

thank you so much for playing and for such a thoughtful comment — it really means a lot, especially coming from fellow indie devs.

I'm glad the core idea landed: grid positioning + cards + roguelike runs is exactly what I'm building toward. Good to hear the atmosphere and music worked for you too — I've been putting a lot into the soundtrack and mood, so that feedback is encouraging.

You're also spot on about the rough edges:

  • Tutorial — it's old and too vague; I'm rewriting/fixing it (including a campfire upgrade bug another tester caught).
  • UI & card text — clearer descriptions for range, AoE, and effects are on my list; the upgrade screen needs work.
  • Combat pacing — early melee can feel like "move → wait" before enemies close in. I'm working on better enemy telegraphing (intents), variety, and positioning hooks without losing the slower tank fantasy on Paladin. Trapper plays very differently (traps, lure, poison) if you want to see where the grid side is heading — still WIP though.

Lots of overlap with other playtest feedback lately, which helps me prioritize for the next alpha patch.

I'll check out ZAR when I get a moment — always happy to swap notes with other indies. Good luck with your development too, and thanks again for the kind words and the honest critique.

Nasshor