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Thank you so much for the detailed feedback — this is genuinely the most useful critique I've received, and you caught a real problem I missed.

The web build bug: the reviewer experience you described (no enemies, infinite level up) comes from a loading issue. My DataManager was scanning res://data/bestiary/ with DirAccess, which works in the editor but returns nothing in the web export — so no creature templates loaded, no enemies spawned, and the room timer just looped through levels. I've fixed it by listing the templates explicitly and I'm adding the proper export filters. Sorry you had to play that broken version.

What I'm fixing based on your notes:

  • English UI (and bilingual where it makes sense) — you're right, the French prompts were unreadable for most of the audience.
  • A short intro tip in the first few seconds: "Clear the room to advance. Survive the waves."
  • Clearer combat feedback (hit reactions, sound cues already in but were silent because of the same loading bug).
  • The web build perf issue — I'll reduce the number of simultaneous enemies and check the viewport size at default.

On the desktop zip: you're right, I shipped the editor build folder instead of a proper export. Fixing that too.

I'm glad the music landed — that's the part I spent the most time on. And thank you for the kind words about iterating with Craftpix assets; the goal really is a small, clean room-by-room loop. Your note about "the cleaner fantasy" made me realize I should lean harder into that in the pitch and the first room.

Thanks again for taking the time — this kind of feedback is exactly why I joined the jam. 🙏