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The art style is very strong here, did you hand draw the layout? Its very reminiscent of some older PC adventure games. Each sprite is meticulously drawn in a minimalist style, giving it a mix of dark fantasy with a slightly cute aesthetic (especially on the mage on the left). The game's inherent cycle is rather intuitive, the player isn't given too many options from the start. 


There's a typo in the English version right here, "standard" should be "discard"

Feedback on some things is a little unclear. I think I leveled up at one point? I didn't see anything change from it.  Spells show all the areas they can be fired at, this is helpful, but I wasn't always clear what the damage area of a spell would be. Although I think showing a damage field for the spell's after effect would be helpful. Here's a picture:

 

the red drawn in represents a visual effect that would be helpful to communicate the area of the attack

It'd also be cool if we saw how much damage targets were taking something like:

 

the backdrops you've drawn here are jaw dropping, very intricate I'm almost kinda sad you don't put some of the best upfront, what we saw early on is good, but...

I mean, for anyone else seeing this, just look at how gorgeous this is:

Did an elite run, then it seems the game loops after that

Overall, solid setup, decently fun and intuitive combat loop, that could use more clear feedback, but has a gorgeous backdrop. 

I really appreciate you taking the time to give such detailed feedback—I'll be working on improving these areas going forward. In the current version, leveling up doesn't actually do anything yet, because after some back-and-forth I decided to start by offering only a fixed number of upgrade options after each battle. As for the art, most of it was generated using GPT Image 2, though I did help with interface planning, style references, and quality evaluation along the way.

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please disclose that in advance on the front page

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