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Such a neat concept! Incremental and RPG seems like an amazing combo. The RPG dungeon aspect makes the idea pretty clear. Also bottlenecks are much easier to spot than just incremental math due to the combat! It also have the appeal of RPGs with getting more powerful.

One note on the progression - locking the mage behind the speed update could get people stuck - since you are not really bottlenecked for speed most of the game. I took it just for completion, but I could see easily that someone might think they don't need speed and unlock the other classes much later.

Thanks a lot for the thoughtful feedback! The speed upgrade was actually something I went back and forth on too.

The original idea was that only party-wide upgrades would unlock new character branches. Regeneration felt way too strong to place that early, and during the jam I didn't find another party upgrade that fit the spot as well.

That said, your point makes sense, and it's definitely something I'd reconsider.

Just finished the game and Mend also have a similar issue - you can get away with way less health on the mage and never realise Mend is an option. I ended finding it at the very end, when I ran out of every other upgrade vs the final boss, so I had to get mor health on the mage.

Just as a potential idea - it might be useful to show if there are branches coming out of a specific idea. This way even if you don't need it you will see that it might unlocking something that you might need!

Yeah, that makes sense, and it could definitely be a solution worth considering.

At the same time, I liked keeping a bit of surprise in the tree. I don't really want the player to study the whole progression path in advance and plan exactly where to go, especially for this kind of game.

Still, these are really useful points to think about. Thanks for the feedback!