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Very fun game so far! A few notes for some playstyles and other stuff:

- Cat works great as a beginner class! I feel like maybe there could be a clearer indicator that a cat enemy leaves the fight if they steal your milk.

- Fox is very cool! Having to dive deeper into the deck of actions mechanics to setup big combos feels rewarding and unique from all other forms so far. Only issue I had is that it's very easy to get stuck for a while near a shrine with an elite if you don't have any way to deal multiple points of damage in a turn.

- Sheep works great as an ennemy, but it giving you the "draining kiss" this easily makes it very helpful at times, since that action is very powerful.

- Harpy is kinda weird. I like how you can stockpile ammo for a boss battle, and that stockpilling eggs has passive effects, but they should give you a status effect so it's clearer you are doing something right. Also having the egg action in different action types is kinda weird. The legs should make it clearer that it's by keeping on fighting with them that you stockpile eggs.

- Milk/other status that make enemies distracted should be indicated better and display distraction% (or hint at what enemy types are weak to it). Currently it feels like an effect you stumble upon but you don't know how much to rely upon it (since there's generally a downside). Overdrive is amazing! It's buggy though, as you can make it proc on itself over and over again by re-entering the hotsprings and re-casting it, making it possible to generate infinite milk buff stacks.

- Status effects like stun, exhaust, etc. should be tutorialized or explained in the status menu. the icons on their own aren't intuitive enough I fear...

- Wolf is kinda fun, but heavy attacks feel impossible to use. It's a shame because on paper I really wanna play as the juggernault with big heavy moves.

- Imp is funny. It's obviously not meant to be great, but it still works great as an annoying ennemy you need to watch out for.

- Lamia is super confusing. It feels like you should have a preview of where the trail will swing BEFORE clicking on a tile. I really like what it does though. Maybe you should be able to move in a straight line along the ground instead of stopping after each tile. Also the ennemies seem really really bad at attacking me, I had a hard time getting cursed in the first place! I like that once you get it you need to work to get your stacks of tail buff, but I don't see them reflect well in gameplay. Shouldn't the player be able to get as long as the ennemies?

- Setting up a specific curse build (combining aspects of different monsters) is kind of a pain. Maybe the hotsprings should have an upgrade of some kind down the line to make it work more like the galery? Or maybe cleansing a curse should give you a one time consumable (only availlabe at your base) to re-apply that specific curse (so it's easy to pick a pair or ears, legs, arms, etc.).

Anyway, can't wait to see what's next! Hopefully somemore fun and unique playstyles to mix and match!

Yeah some are pretty weird, status effects being one of them, (I like to have a description for what they do) heavy attacks is sadly very luck based and how you planned them to have the enemies run into it, only used for cutting down vines and stuff to get around.

 lamia is pretty complex since kamoo worked on it for a while, but yeah they're very disinterested more so? The lamia felt like a ping pong going around, and yeah the TF building is kinda painful, right now kamoo is currently working on Arachne and extra enemies like the spirit, with in the near future we be having a sphinx, so you can expect that.