Wow. This game is incredible (sorry a bit late to the party). I am writing, because I really wanna see a full release of this.
Your game not only made me understand the mechanical potential of the wheel without any explaination, but the overworld vs encounter formula for a roguelike based gameplay loop is ingenious. With the encounter and treasure being chance based instead of a clear map layout. Bravo!
I wanted to add an idea. Right now it is a bit hard to understand why you get certain options on the wheel. So my suggestion is to make sort of a basic skill tree / build system like slay the spire. That determines which wheel you get and by which chance, maybe rotating it like cards. And each action has the 4 options of the wheel.
Example Ranger Build
Shoot Arrow:
- Aim
- Concentrate
- Stumble
- Hesitate
Nimble Feet
- Stumble
- Dodge
- Dodge
- Endure
Edit: After completing the game, and stumbling across the "Add Action" inside the treasure encounter, I feel like an idiot. The actions are already in a 'Deck' and 4 random ones are selected on each turn for your wheel, right?
Interesting. But nevertheless I stand by my idea of compound skills composed of simpler actions for more meaningful flavor in combat.