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Disclaimer: I'd never played an autobattler in my life prior to this. Maybe that makes my perspective more interesting, though?

This was a very fun game once it clicked. It's a little slow to get started, but once you do you're going to be making a lot of decisions while building. For 10 days of GBJAM, that's very impressive!

The presentation is delightful, and combined with the gameplay really immerses you in the experience of playing a GB cart. I really like how some elements were used conservatively to great effect, such as the dithering in some backgrounds. 

As for the gameplay, coming into an autobattler like this there were about 3 things I felt like I missed from turn-based rpgs: criticals, different damage types (magic, projectile, etc.) and the resources (perks) to counter them, and perhaps, since this is a perk system, a few more "action" perks like the mage's Mend along the rest of the tree. Other than that, it was quite excellent in that I really felt like I was making progress in making my fighter a tank - a testament to the game being balanced.

Awesome game!

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Thanks a lot! That’s a really interesting perspective, especially coming from someone who doesn’t usually play autobattlers.

I actually considered critical hits and a dexterity/accuracy stat that could cause misses, but as a solo developer during a 10-day jam I had to cut that pretty quickly. 😄

I also had more attacks and spells in mind, and one idea was a Party menu where each character could equip 2–3 attacks from a larger pool of unlocked abilities. I wanted some active abilities during runs too, so the player could intervene strategically instead of just watching.

Different damage types, though, is something I hadn’t really considered, and that’s a genuinely interesting idea.

I’m definitely planning an update, so keep an eye out if you’d like to see where it goes!