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Innovation - What a great concept! It felt like you took all of the best pieces from a dozen different genres (okay, maybe not THAT many) and smashed them all together into one really cohesive and delightful game! Part bullet-hell, part tower defense, part escort mission, part strategic placement, part roguelite. All great genres to pull inspiration from and I think what you made here was a really delightful game that I honestly felt kinda bummed when I beat it because I wanted to keep playing!

Execution - Like I mentioned before, I think the execution of combining so many parts from so many different types of games into one worked really well here. It wasn't overladen with too many mechanics or controls, it didn't get confusing. It felt just right. A really nice, low key exploration of some really fun concepts. 

Polish - I mean, sure, the game was pretty bare-bones. But that's a game jam! I didn't run into any game-breaking bugs or any issues with controls at any point, so that's definitely a win. If you continue this (I truly hope you do!), things you'll want to focus on including (apart from the obvious stuff like models and clean UI) are:

1. Game feel - Things like screen shakes, vignettes, unique and pitched sound feedbacks when monsters die or when you cast a spell, vfx that play when the wagon gets hit, etc. Right now the game is very mechanical, which is great for a prototype! Just keep an eye on the game's juice when you're developing further!

2. Payoff  - When I buy a gun, I want to see a gun! I want to see bullets flying! When I buy enhancements for my towers, I want to see those towers have some kind of visual indicator telling me"Hell yeah, that tower is upgraded!" Maybe it shoots different colored spells or different styled spells. Something to indicate that a change has happened.

3. Quality of Life - Having to run away from the cart to grab the orbs that my wizard shot all the way at the bottom of the map didn't feel great - make those orbs swarm the player! Lean into the bullet hell and let the player FEEL that power fantasy and not have to worry about "the little things" like picking up the far away orbs . 

Overall - I honestly loved this game. I left those little points up above because I loved it so much and want to see this in my Steam library someday soon! You've got something really fun and really special on your hands and I think, looking at your roadmap, you've got the vision and the drive to get it done. Really excited to see where this game heads! Great job!

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OMG!!! I SIMPLY LOVED YOUR COMMENT! I'll try to address it in parts.

I admit it might not be the most innovative idea in the world, but I tried to take a little bit from each game I love: Risk of Rain, Slay the Spire, Megabonk, Monsters Are Coming, Vampire Survivor, among others. And it's like you said, "smashed them all together," maybe it was too ambitious for such a short time, but the idea was to convey a concept of taking the things we love most and putting them in one place, in our case, roguelikes. I'm very happy that you played and liked our idea; we will continue working hard to make this project a success and get closer and closer to what I would like the project to be.

Regarding the execution, I would like all the mechanics and upgrade systems (weapons, equipment, caravan towers) to be easy to understand. Basically, create the build you want, choose your path, and crush the enemies. Many mechanics I would have liked were missing (choosing your path like in Slay the Spire; we ended up with 3 fixed maps). I can't blame only the time we had, but I also think we were too ambitious. Equipment was missing, our visual identity was lacking, among other things that we will certainly implement in the future.

I am immensely grateful for your visual, sound, and VFX suggestions; I read and noted each one. I really want it to be easy to understand and pleasing to the eye, in every sense. When the player upgrades a weapon, they should really have the feeling of "It is a real big gun!", even what you said, really having the feeling of a bullet hell, with numbers when dealing damage, on-screen sensations, sounds, and everything else. The ultimate idea is to have something that conveys a sense of progression, with creativity being the limiting factor. Besides redesigning the enemies and having different enemies, redoing the entire visual aspect to truly give it a visual identity, mini-events in the rooms, having rooms with truly different events, from a merchant to NPCs. As you said, delivering quality of life.

I really appreciate it, your comment was more than inspiring to me, it will be a great pleasure to give you the game as a gift in the future when it is released. We will work hard from now on! Again, thank you for your comment, which means a lot to us! May the good winds always guide you, just as you will guide the caravan!

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Hahah! Wonderful! I'm glad my suggestions helped! Really looking forward to seeing where you guys push the caravan next!