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The "Charge It, or Play It" system is a great twist — choosing between immediate impact and permanently leveling up a card for the rest of the fight, with the catch that charging eats your tempo, creates a really nice tension. And the Trace/Sentinel tracker punishing overcharging is a clever risk-reward loop. I'm currently playtesting my own turn-based roguelite card battler — a Slay-the-Spire-lite greybox (browser, 15-25 min, mechanics only, no art yet): https://joke52tan.itch.io/dungeon-greybox — happy to return the favor and playtest yours. If you try mine, I'd love answers to 3 quick questions: (1) would you keep playing after this run, (2) what confused you, (3) what was fun? Feedback thread: https://itch.io/t/7069884/playtest-dungeon-greybox-turn-based-roguelite-card-battler-browser-15-20-min — thanks!