I had a good time with this. Splitting the survivors-style gameplay into daytime preparation and nighttime combat gave it a nice rhythm. Robbing graves, finding chests, and deciding how to spend my coins gave me something useful to work toward before the next fight.
I played as the Warrior and Axe Thrower, and both felt well-balanced for the encounters. I liked being able to extend the Warrior’s frontal attack with range upgrades. The Axe Thrower’s reach gave me a different way to approach the boss, since I could kite the smaller enemies and keep aiming throws toward it while moving around the fight.
The progression worked well for me too. Between buying upgrades and keys at the shop and choosing from the three-option upgrades during combat, there were several ways to improve my character. The increasing number of enemies kept the nights challenging, and the combat itself felt solid.
I also appreciated the indicators for the boss and the shop. Being able to keep track of both from a distance was helpful when moving around such a large map, especially while trying to manage the enemies around me.
The grave-robbing setup fits the day/night structure well. Gathering resources during the day and then dealing with the dead at night gives the preparation phase a clear purpose and makes good use of the theme.
The main issue I ran into was performance in the browser. Later nights slowed down quite a bit as more enemies and activity filled the map. That became frustrating during the busier fights, when I was trying to keep moving around the crowd and maintain my attacks on the boss.
I’d really appreciate improvements to performance in those later nights, and I’d also like the option of a downloadable Windows build. The combat and progression were engaging enough that I wanted those larger encounters to feel as smooth as the earlier ones.