I feel I'm missing the "Next turn" button. Also I think the monster's progress bar should not be interactive :D

I like the game aesthetics. It feels really polished and cohesive. You could move it to the next level by adding more transitions. I see you already have some animations. Did you use DOTween or built in Animator?
From the design perspective I would say the cards are not well balanced. In most cases they do not give real choice. You just need to do the math and use better combination. Also they miss the potential of cards - stats synergy you wanted to explore. I would really like to see cards like: "Gain +3 Max HP".
Another big con is that I cannot see the reward card. I had to choose blindly which made the experience much worse.
Also it would be nice to have some settings or at lest mute music button :)
I think with all of these improvements you may end up with a really decent game!
The last update is really great! It felt much more immersive. I was hooked for more than an hour! You should consider implementing a save system. I would like to continue and explore all the planets.
I really like incidents. They hooked me in at the beginning. But also have some feedback to make em event better:
- It's ok to have immediate result on some steps, but I feel many steps could take longer to resolve. Especially at the beginning I was confused as I got some evolutionary incident that should take months or even years to resolve but after completing it I got my first quest to build the shelter for my starting population :D
- In the late game I felt the incidents do not matter. I had a lot of tech and happiness, so the gain or harm was rather on the narrative layer only. It would be nice to make these incidents have more impact on my progress.
Other minor things:
- The bottom panel buttons do not work on entire area. I feel top halves of the buttons do not work. It was pretty confusing at the beginning.
- I think you should not remove already built structures from the building menu. I did not remember all the bonuses and when I wanted to check em out I couldn't. Maybe clicking on the slot could show me the building stats?
- Upgrading rocket on a planet makes sense, but is so cumbersome that I would make it possible to upgrade ship anywhere. I did a rookie mistake and went to explore 2nd planet without upgrading my ship. Because of that I had to face a dilemma: "should I go further for the next planet or should I go back for upgrades". Maybe there's something I'm missing here?
- Asteroids and the tech resources disappear pretty quickly when out of screen. I suppose you have some cleanup logic for things out of screen. I would extend it by some margin, or extend the margin by far. I lost a lot of resources this way. It was pretty frustrating and felt unnatural.
- I like that asteroids can crash and leave you free resources. Especially when you're travelling fast. Maybe you could increase collision chance at the beginning to speed up the growth?
- Sounds are cool, but I would make em less repetitive - especially the asteroid explosion. It sounds so cool at first. But then further explosions are very repetitive. Maybe you could save this SFX for really big asteroids only?
- I don't like the '7' number. Got confused about it at the beginning.
Ps. I reached 30k population but got only two planets at the end of my session. Probably was too scared about decreasing the overall happiness :)
Nice entry, visually charming and consistent. Few things from my experience:
1. I like first dungeon puzzle with a column. However when I was playing with a column I moved it to the corner. Then noticed the button for the closed entry. Maybe you could add another column so there's no need to reenter the room?
2. I didn't kill all monsters as some were neutral to me. But then I got the locked door... I finally decided to kill all monsters and eventually got the key, but I think you should not let player be confused like that.
3. The locked room is empty. I don't know - if it's by design or a bug? The music change suggests some boss but I don't know how to summon him.
4. I also got information from the NPC there's a shiny stone to get. Does it drop in the last room?
5. I think you should keep the rooms orientation. Otherwise it's confusing. Sometimes you can fall into enter/exit loop :)
Keep up the good work :)
Regarding the "end goal" - I understand you pretty well. I have similar struggle! What I think works for me is the "constant small iterations" approach. I try various things and go on with those that feel right. For example I found it tiring to play the levels all way long, so I decided to introduce cards selection - like your perks. It was not enough, so I decided to go further and introduced the store. It's pretty basic right now, but I've already got some meaningful feedback around it. I still might get rid of it, but at least I validated the idea.
I think your current goal - using X out of Y blocks works well. Weaker players are able to progress, while better players have the challenge and risk vs reward feature - they may decide to skip some block which could finish level with 95% in order to get two more blocks to get the 100% - at least that's how I perceive it.
I feel like you rather have the same issue like me - you have to add some feature that allows players to rest from filling blocks for a while. I think Balatro's shop is a game changer and something you should try. You could also try collections like in picross games. If you want go mobile, you could try daily challenge, etc.
Just pick up one that fits best for you. I'll certainly try it :)
Nice concept. I was interested enough to replay it few times :)
Some questions/feedback from me:
Waiting for the next update :)
Great game! I like the visuals and how you extended the base concept of Kingodmino. I'm playing Kingdomino and Queendomino a lot with my kids, so got a little bit confused with placing tiles out of the 5x5 grid, but just got used to it after few rounds. The only issue I have is that over time I feel pretty overwhelmed by the number of choices and I feel I've lost control of what's happening.
The game concept is pretty cool. However it felt pretty boring to me at current stage. I think mostly because of the lack of challenge. I have no reason to fight stronger monsters even if they drop more gold as it's pretty easy to obtain very strong cards at the beginning. You could unlock stronger cards with stronger monsters or you could introduce player level and experience. Every enemy can give you XP only to the certain player level.
I also don't like that shield resets on enemy death AND deck shuffle. I think you should keep one of these OR always shuffle deck after enemy death.
Just to clarify few things:
I've just played 5 levels for now but have to say the game is so cool! It contains very interesting puzzles by their own. However adding "ichor" mechanic is so clever I just had to write this comment. Great job! :)
Two minor suggestions from my side:
1. I've watched gifs before playing, so when I started first level I immediately solved the puzzle without touching tutorial. Then I was little bit confused why I can't click my green "ready" button. It turns out I have to go through the tutorial to do this. I think you could make tutorial optional or make it more clear it's still not finished.
2. You introduce new element after every level. This makes the game super condensed which may be fine for many players. For me it was too dense though. I'd like to have more levels with newly introduced element to get familiar with it, know it's good and bad sides, discover which synergies play well on various levels (e.g. open vs tight level). It's a lot of work I know, but you could turn it into fully functional title with several worlds that have their own flavour and maybe own "ichor" goal.
It seems like I broke the system. I could play longer, but my hand was tired. Probably would be much better on the phone. I've tried playing on mine, but dragging was not working there.

I think you should speed up the lanes with each wave. Then it should end up at some point. I would also add some bonus for matching colours or some penalty for using non-matching colours X times in a row (if there was proper colour match available). Right now I think it's not enough. Of course it's better to remove 5 with one card instead of three. But selecting right colour sometimes takes so much time that it's faster to throw three random cards.
Yes, it's true, but it's part of the jam theme "Though Choice", so you must choose knowing that bad things will happen.
Well, that explains a lot. But for people from the outside (or lazy like me) it will be unintuitive and frustrating. Would be nice if you could somehow introduce player to this in game. Maybe some small storyline?
That's a die roll for both attacker and defender. You can calculate the odds before choosing the attack icon.
Ok. Now I understand why there were those die rolling sounds. You could tweak the description with some better spacing / die icons. Should be much more intuitive for more casual players.
This leads me to another issue - I've seen creatures with blue progress bars. I didn't know what they really are until some creature got damaged. I was suspecting some kind of mana / energy and that damage bar is not yet implemented due to my bad luck and miss mechanic. I think you should stick to the convention and use green bars. I would even argue they should be horizontal.
While kill a 100 cards deck when you can just kill the boss?
I agree. But i still think it should be easier said than done. I think Hearthstone's Taunt mechanic would fit here much better. It should provide very interesting choices and game dynamics. You could put some barricade to protect your weak hero. Oponent could counter that with rats who could still be able to breach it. Some bigger creatures like Troll, Ogre or Bear could have taunt too and maybe only swift/flying units could pass em. Maybe you could make em blind / frozen or apply any other cool counter effect.
Again, as reminder, if you now check the game page, you will find the game instructions that should be complete for the current game state.
Thats cool for me. But for many lazy users it may be a big blocker. You should think about some form of guidance explaining the core concepts - especially those unique for your game. I know it's a lot of work and not for a game jam. But now you have little bit more time I suppose :)
I like your idea. It's pretty engaging. Some tips from my onboarding:
Hope this helps you with making your game better. Good luck with the project! :)
I like the mechanics and I'll be waiting for the updates.
I know it's a jam entry, but would like to share my thoughts. Maybe there's something obvious that you haven't noticed yet:
Please don't feel overwhelmed with these. The concept is pretty cool. Just would like to play more polished version ^^
Few days ago I've released a demo of my new Card Game - Magic Finder. What makes it unique is a set of cards that use Tetris-based Shapes to fill the levels:

In this game you will:
The game is fully playable. I've managed to balance the cards pretty well. They provide strong synergies and unlock various deck building strategies. After each level you will have a chance to get more cards empowering your deck with interesting choices. Levels have various shapes and depths which makes them more appealing and challenging.
I know the game is pretty rough in some areas. I've prepared a solid roadmap for the next updates:
** Not sure if I've seen it in any game - any clues?
Very interesting game. I like how many strategies can lead to victory. There is one drawback though as many strategies are so contradictory and cards are so random that it takes very long to gain advantage and eventually win the game with some big combo. I'm not sure how could you solve this. Maybe removing some groups of cards? This could reduce number of strategies but speed up the game progress.