Thank you very much!
Yes, the game definitely isn’t for everyone, so I’m glad you enjoyed it. It was really valuable for me to see a live reaction to the game — while watching, I kept wanting to suggest a good move!
The ascension system is a holdover from the original concept and was tied to a narrative element that didn’t make it into this version. Your comment gave me an idea: perhaps it would be better to highlight the signs that can be ascended, rather than the ones that already have been.
I did consider adding indicators for the draw and discard piles above their respective locations, but also struggled with how to handle the fuse mechanic — the current version is the result of that process.
As for overall progression, I’ve started thinking the game needs something like a level system, where the early levels could be very simple, helping the player grasp the mechanics. There’s an implicit choice in the game: focus on points to unlock more options, or focus on ascension to progress faster. Right now, however, the game lacks the narrative context that would give the ascension mechanic real meaning.