It’s hard to say that the game has any real balance at the moment. We’re hoping to improve that before the demo, but every time we add new content for example, systems like character skills the balance tends to shift or break again even after we adjust it.
For the combo system, it becomes easier to get past C as the chaos increases. For example, if you have a bouncing die together with things like Bouncers or Mines that keep pushing objects around, you can maintain constant movement and build much higher combos. The current combo system is more suited to builds like that.
Once we finish the core systems, we’re hoping to spend more time improving and balancing everything, with the goal of releasing our Steam demo in Q1 2027.
Thanks a lot for all your feedback, and don’t forget to stay tuned for future updates!