I'll leave some quick feedback here based on the prototype at least.
1. At first looks, this game seems to be a bit too diffculit and doesn't give a lot of breathing room for a player to fully understand the game. Some points I can say are:
A. The turn limit for an entire dungeon is way too short, and a normal battle was taking me at least 4 turns to complete when 4+ enemies are in battle at once. When you only have about 25 turns to complete a dungeon before taking "fatigue" damage, its somewhat forces me to go to the boss underprepared with maybe about 2 card drafts and not enough time to get used to the game entirely, and just die from fatigue damage that goes to 20 once it hits 0. I think the turn limit should be doubled to 50ish turns to give the player enough time to maybe do 5 battles and try the elite fight without forcing me to rush to the boss on mostly a starting deck.
B. Even when I take my turn, you can't really do a lot in 1 turn to begin with. On my own turns, I saw that maybe I can do 2 actions because I have to keep paying AP to move the character and at most do 2 attacks or something. When there's 4+ enemies in one battle, that's maybe at least 3 turns to kill everyone in the room before moving on, especially if they are on different floors on the grid (I saw 3 floors are active at once in a room), and AP is shred too thin for both movement and attacking.
C. For elites, it feels like the player should be skipping them most of the time. From what I saw, they give you 2 modifers, but one that I hated was the one that increase the AP cost of 2 random cards in your hand by 1 AP for the entire battle with no max limit in place, and 2 random enemies also get buffs to block damage you deal to them. In addition, 9 enemies are present in elite battles, which takes double the amount of turns to complete (which is about 8). and I don't want to see what a boss is like if elites are like this, but maybe double the amount of enemies and health.
D. The first merchant is way too expensive. Most of the items he had for sell cost at 10ish gold when battles pay out about 6ish gold each, and I doubt I could affort an artifact from him when its 35 gold. Further, he doesn't let you remove cards from your deck, and I don't know if removing cards is present in the game since I never found anything to let you remove it or heal (due to the strict time limit, I doubt I want to gamble on finding a healing site if it just leads to another battle that goes against the turn limit).
E. For critical hits, its a RNG fest to get it working basically. I only used the sword on the 2 runs I did, but I don't know how much extra damage critical hits do and since the chance is so low, its not something I want to rely on most of the time with its a 10% chance with no way to increase it. I saw some cards that do that, but that's if and when I need the extra damage.
I hope that's enough to say. The game looks good in gameplay mechanics, but its difficulty in almost everything else right now that's punishing for someone starting out with turn limits that's feels too short, a tutorial that doesn't really explain enough, and being thrown 3 floors of enemies right away on just starting cards. I'll wait and see how it develops and see if anyone else tells me that beat the entire prototype in its current state since I couldn't when everything was thrown at me at once, and it doesn't give a good first impression when I was still trying to learn the game.




