Great art and love the dialogs. The strike a great balance between silly, but also working well with the show. The initial name dialog window is a nice touch as it really sets the silly mood of what you'll be experiencing from the game.
Couple things I'd change/improve:
- Allow for more dialog control. Not everyone is a native speaker, which means dialogs can either be too fast or too slow. Perhaps opting for pressing space bar to skip the dialog scrolling.
- It's not super clear which props you're able to pick up and which ones are just background art. "Searching around" should probably tell you about your options of what you're seeing. There's times where I typed "pick up cloud" when I clearly see a cloud, but there's "no such item in the room". Love the "tree" interaction though.
- Slay the spire initially didn't have indicators of the next attack, which makes it hard to anticipate and react to the enemy's behaviour. When do I block vs when do I strike is really hard to determine on the training dummy (love the disappointment damage!) and the slime. For the dragon it's better as it has a clear indicator for a big attack that needs blocking. It might trigger a more interesting gameplay strategy element for people playing the game to know how to anticipate and react to enemy attacks.
- Damage vs hearts. Dealing 1 damage while taking half a heart feels a bit disconnected. It's not easy to know that a full heart contains 2 hit points. So perhaps hearts should indicate two halves from the start knowing that every point of damage will take one half.
- Bug: when defeated the text box becomes non-disabled again while having to wait for the fade out to main menu. For a split second I thought I could save myself or type something to move on, but then the fade happened.