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(+2)

Nice game, really beautiful and with nice polish ! But I have some suggestions ! 

For the enemies artworks, I would have prefer if there was a stronger art direction, like we are fighting the god of time but also dodging some cartoon bombs ? Couldn't all enemies look like more like an attack of the god of time ? 

For the gameplay, I personally think the game would be better by going either full on the speed and reflex dodges aspect or on the strategical and slow aspect. 

For example, the spell cooldown should be a number of step instead of time because right now, you can just sit and wait for your spells to come back when you need them. Also the laser beam attack vfx last for like 2-3 seconds but hits only for one turn so its a bit confusing if you take multiple turn during the animation.

If you want to still mix the time and the strategic aspect, you could do something like Crypt of the Necrodancer.

Finally, maybe the biggest issue right now : the game difficulty is really too low. You can just spam forward and take everything to the face without a game over. I think a classical health system (X times hit before game over) would be more challenging and fun. Or you could make everything hits like 3 or 4 times harder.

All that said, you succeeded to make a game that feel this clean and finish in such a short time !  Good job you 3 !

(+1)

Thank you for the suggestions, they will definitely be considered for the post jam update. I agree with you on every point, I think reducing the total health/time would somewhat fix the difficulty, make the spells more balanced as well as push the game towards a more action based gameplay which I personally prefer.

Regarding the art direction I 100% agree, unfortunately we had to settle with something more generic with the time and ideas we had !

Thanks for taking the time to play our game as well as writing all that, it is really appreciated !