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(+1)

Thank you, that really means a lot!

Not quite StarCraft, actually - there's no unit micro-management or base-building. It's closer to the raid leader's seat in an MMO boss fight.

If this prototype gets promising playtest results, I have in mind extending it with raider perks, class archetypes or RPG elements (deciding who gets the upgrade). That would also mean growing the pool of bosses to fight and ramping the challenge up progressively.