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(+1)

Honestly this gameplay was realy fun. I'm going to try to be thorough so here we go.  
I think damage and difficulty scaling is the one issue i have here- Conceptually adding in a new room with monsters is fantastic, but since each time you are getting a small amount of souls, the game doesnt feel like its scaling with the enemy difficulty. 

I also think it doesnt feel explicitly clear or communicated that some enemies are better at handling some heroes than others- while i feel like an important part of this gaem is try it again with multiple different runs, being able to understand what to use sand why/how is just as important- rather than encouraging the player to just try random things. The biggest reason being you dont want a player who cant fully understand the gameplay to walk away frustrated. 

The visuals work really well, i think keeping the art style simple and the enemy designs trimmed down works well. that said, and he're im going to nitpick, the Mixels on the characters during dialogue felt distracting, I would rather see consistency in dialogue, and then in the dungeon, that things be a bit mixed up- the minion feels like he was designed at a different ppi and the lich, and it feels a little jarring when theyre together. 

Speaking of when they are together, the dialogue and banter is fantastic and hilarious. I genuinely enjoyed seeing them talk, and their def homie relationship- I want more of that, especially between rounds. 

Overall teh gameplay feels really strong conceptually, and the things that i'm nitpicking are because i genuinely enjoyed this and want to see the best version of it- with the fun gameplay and witty dialogue i could see myself buying the full version of this!!! 

I can't thank you enough for this feedback and I know you had the option to play 2,200 other games, so it really means a lot that you'd not just take the time to play it, but take this much time to play it!

We dropped a bugfix patch today to address some of the difficulty issues and broken spike traps so, in my opinion, it definitely feels smoother now. The UI clarifications feel a bit more like a feature, so we didn't want to push that until the jam is complete, but its ready :)

I agree with a lot of your critiques. The strength and HP aren't very well communicated. The flag at the top of the room, doesn't mean anything because every room is a combat room (time constraints) but knowing WHAT and WHY you're doing things is huge. There's a great deal of info we can be better with communicating. So thank you again for that! :)

Art inconsistencies are 100% on me. I can't draw for nothin' but i was the best artist between the 2 of us. The heroes are 16x16. The minion is 32x32. The lich is like 256 x 256 or something. As i've played games this jam the mixels have become more and more apparent to me. Makes things look very, kindergarten collage if that makes sense.

Again, no offense taken at all. You can always tell when someone is giving a solid critique vs just punching down and your post is anything but good, constructive criticism. Thank you!

There's quite a few gameplay additions still on the cutting room floor (minion upgrades, room upgrades, adjacency bonuses, status effects etc) but sacrifices needed to be made and thats on us for forgetting and starting the jam late lol.

One last thank you. And a kiss for being such a homie 💋✨