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There's a point you hit where the chests are moving so fast I gave up trying to follow it, haha. It was fun getting to that point. Stocking up on as many + extra heart chances along-side being able to re-roll without a cost (as far as I could tell) really let you make a broken build, which is fun for a small game like this. I am biasedly in favour of the theme as well haha.

If you did want to push balance a bit, I'd imagine adding an escalating cost to the re-rolls + forcing the player to open at least x% of chests (where x is say, 1/4 of the number of non-mimic chests, rounded down) might force players to be a little less "I'm going to re-roll until I have more hearts showing up then mimics" as I was. But like I said, the broken-ness was fun. 

All up, great work!

Thanks for such detailed feedback! I considered charging a cost for spawning mimics and rerolling the shop for balance, but for a short jam game, I figured it was better to keep them free so anyone could build a crazy, game-breaking combo if they wanted to.