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Okay... 

ManaShift has a really interesting concept. The combination of exploration, turn-based movement, and magic with physical effects creates a foundation with a lot of potential.

The action system is fairly easy to understand once you get the hang of it. Each turn, you can cast one spell and move once. The aiming system lets you choose the direction of your spells, and being able to cast them on your own character opens up some creative possibilities, such as using wind magic to propel your wizard across the map.

The interface provides useful information about each spell, including damage, knockback, mana cost, range, and element. This makes choosing a spell feel like a tactical decision rather than simply switching between attacks. The interaction between fire, water, destructible terrain, and knockback seems to be the game's biggest strength.

The weakest part of my experience was the browser version. The download was quite large and took a long time to load. Once the game started, it worked, but performance was somewhat sluggish, and the controls didn't always respond immediately. It also took me a few attempts to understand the difference between selecting a spell, confirming the cast, choosing a direction, and canceling the aiming process.

During my short playthrough, I managed to test the fire spell, aiming in different directions, canceling actions, and turn-based movement, but I didn't encounter any enemies right away on the starting map. Because of that, I couldn't experience a full battle against enemy wizards, although the described mechanics and interface suggest that combat could offer considerable tactical depth.

The pixel art fits the concept nicely, and the grid-based map makes the tactical structure easy to follow. With better browser performance, clearer visual feedback when selecting and confirming spells, and a more straightforward introduction to its systems, ManaShift could become a really engaging experience.

The concept of an infinite world is appealing, but a world without clear objectives can quickly start to feel aimless. I would also make combat easier to read and perhaps add some strategic depth to the terrain itself.

It's an ambitious demo with ideas that are stronger than its current presentation manages to communicate. Definitely worth trying, especially the downloadable version, which should hopefully provide a smoother experience.

well, thank you for your feedback. the reason why you can not find any mobs is because the mob generation only happens out of the screen but within the simulating distance and on those blocks which is walkable. it has a possibility to spawn every turn, so you can wait for them to spawn by pressing spacebar repeatly

i am been working on item system right now and soon you can have long term goals once i add save system.