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(+2)

I will basically always play an incremental to completion hahaha

The art and music were both delightful! The SFX felt a little bit loud, but the animations and timing were all very clean and cute. I also liked all the characters! There wasn’t a lot of dialogue, but I liked what was there, and even without reading the additional info on the page, you could still glean their history from the banter. I have two main things to note:

The first is that while the health is shown as ints, it feels very obvious the game is doing decimal math in the background for damage and overall health, which ends up feeling a little stilted.

The other bit is just…. the autobattler bits end up feeling kind of long? I think if there was a bit more variety in the animations, or if you could end a run early if you knew you couldn’t beat any more monsters would make it feel a little bit snappy. That said, adding the “mend” option for the wizard near the end definitely felt like it added more variety for the auto battler, and I appreciated how many levels there were!

Thanks a lot for the detailed feedback!

The SFX/music balance definitely needs another pass, and eventually I’d also like to expose separate volume controls in an options menu.

The float-to-int issue comes from wanting to show both the health bar and a clean HP counter without ending up with something like 115.4/200 on screen. But you’re right that it can make the underlying damage feel a bit odd, so maybe dropping the numeric HP entirely could be a cleaner solution.

And more animation variety is definitely something I’d like to explore in a future update. The abort-run idea has also come up a few times now, and it makes a lot of sense.