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(+1)

Cool autobattler. Carrying your unit losses across stages feels like an original twist on a genre.

I like that you have to think about unit positioning - not only to match advantegous opponnet type, but also to mitigate loses. It was also impotant to time meging your troops efficiently, because it erplenished their number to full - this was almost "push your luck" mechanism where you uhave to decide if you want to strenghten troops now or leave them to save some, but risk to lose the whole squad.

Game's dificulty ramp up quickly arouund 5th vawe. At this point it feels harsh to have a troop limit when enemies appears in much bigger numbers. It felt wrong to have a squad in reserve when I knew that enemies will decimate my troops on field. I made it to the stage 7, but I was kinda lucky.

Graphically the game and UI is good looking.

Tiny thing: Word "avoid" under enemy is confusing, because it is not clear if I should avoid to use that type against given enemy or if they should avoid it. I think something like "weakness" would be more clear.

Overall - very nice game!

(1 edit) (+1)

It's really impressive that you made it all the way to Stage 7. Thank you for your detailed feedback and suggestions for improvement. In particular, regarding the term “avoid,” once the game jam is over, we'll be sure to replace it with a less confusing term—such as “strength”—to reduce confusion!