Came over to check this out because of the pretty well thought out feedback you left on my entry. And I have to preface with that because I must admit this really is not my kind of game at all: I find thirst traps really cringe, I generally dislike roguelites, and I've never owned a beyblade! Take some of this with a grain of salt, I didn't play a whole lot, this is my best attempt to explain why I bounced off the game on first impression.
I'll start with some stuff I liked. I am genuinely very impressed with your presentation. The game is very well put together, and your itch page is fantastic. Game feel is also pretty nice, lots of good effects and the impacts feel satisfying and strong.
I think I'm most struggling with the tutorial. For how incredibly remarkably simple the game actually is at it's core, you have soooo much text explaining every little detail. I don't need to read an essay about the different types of collisions, especially since there's some physical intuition behind it. I can figure that out as I go, you're depriving me of any possible "ah-ha" moments in gameplay where things click. And I don't understand why there were 10 panels of tutorial text for the Breakneck run when it seemed like the only thing I could do was click "enter fight".
And at the same time I felt some things were incredibly under-explained. I didn't understand any of the "Remix" choices I was presented with. What does "grind that you started stores force, and throws you both apart when it ends" even mean? It's phrased so unnaturally. Most roguelike choices I've seen in other games are way more digestible, broken down by passive or active benefit, and usually quite simple but impactful, the complexity comes from the cumulation of choices, not all at once. And the house rule I was shown reads "Placed control geometry is drawn for everyone and holds a little longer, so the encounter reads as a command structure rather than a surprise" those sure are some words. I don't know what any of that means. "placed control geometry"? "command structure"? I saw little rings appear on the field, but nothing seemed to indicate what they did.
I'm of two minds about the actual gameplay. On one hand I do think it's kinda fun to control and play around with the abilities and the influence, watching the tops spin about, thinking about positioning and momentum. But on the other hand it feels like I'm barely doing anything at all, like things are just kinda flying around and happening and I'm not really in control, I'm just kinda mildly influencing things. I mean it's not like a traditional fighter where you have attacks, every time you are clinking with your opponent they are clinking with you too. It just felt like a game where I clicked some buttons for visual dopamine. And the abilities were difficult to wrap my head around, like yeah of course I'll press the do more damage button. Do we need 3? Is the random clinking of spinning tops strategically demanding enough to warrant having 3 different special moves that all just make you hit harder? I know it's more nuanced than that in reality, I'm trying to learn on the fly here and when I click the button and there's no immediately obvious effect, it just kinda feels flacid.
One more minor nitpick. There's a lot of information on the top bar during combat, stuff like HP and ult charge is probably up there somewhere... but I can't take my eyes off the battle arena to even look at it, there's not enough down time for that. Showing really critical stuff on the arena, maybe on the baes themselves would be a pretty big improvement to game state readability.
Anyways that's all I got, good luck!