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(+1)

Hello my friend, I sincerely appreciate you playing the game, and yes, thanks for the feedback—you’re right, I’ll add the “tactical” tag as well. :)

Regarding enemy resistances and vulnerabilities, I added icons above each enemy’s health bar: the ones with green upward-pointing arrows indicate resistances, while icons with red arrows show vulnerabilities—weak points that trigger critical hits if struck. That said, it would indeed be great to provide more context and explanation so the player has a better idea of ​​what to do. Got it—thanks for the feedback!

Regarding the requirement to have three different card categories, the idea was based on a combination mechanic where each card would modify the final damage—adding to or subtracting from it—and trigger a side effect on the player. The goal was to evoke the feeling of a wizard creating and learning new spells by experimenting with ingredients, quantities, and elemental effects. However, since I worked on this alone using free assets from Craftpix, I didn’t have the time to fully develop and structure all the mechanics and logic I had envisioned—but who knows, maybe in the future!

As for the exit button, you can just ignore it—the initial plan was for a desktop game, but I ended up trying to export it for the web here on Itch.io and succeeded. And yes, it was built with Pygame, and I used the Pybag library to export it to the web. :)

I’ll definitely think about continuing, man. I just need to look into the assets—they’re free for now, but later on, I could either keep using them or create new ones; I’ll think about that later. Wow, you think it has potential, my friend? Oh, thanks! :)

Great feedback, my friend — thank you very much! :)