This game certainly has a interesting premise; a dungeon crawler in the autobattler style, with a lot of elements that are also seen in games like "Tiny Rogues", such as different stat types, stat attributes and so on. It certainly was fun and follows an interesting concept, but the sheer size of variables was very confusing at first, a la "there are undead enemy types, there is cleave damage, there is greed, there is fire damage..." Option and attribute bloat felt very real
The somewhat sloppy-samey AI generated UI elements also did not help. I will not criticize using AI art any further, as it is a game jam and art is oftentimes the hardest bottleneck in indie game development.
The game also felt very clicky at times, click through that, click to this location, click to continue... While this might be a genre thing and somewhat nitpicky to my very own context, I kinda wished for a more "I am navigating this character on my own" rather than "I am ordering a little minion to rooms". Maybe the player ventures into the rooms by clicking into it and after completion you can find secrets my maneuvering the character by yourself?
AudioGameplayOriginalityReplayabilityConfusingGenerated Art