@flyingmeta: Thank you! Spamming your strongest ability is currently the best strategy unless it belongs to the resistant or opposing element and the enemy defends against it. More abilities would shake that up. Gaining and losing energy pseudo-randomly is meant to force using different abilities too.
@bill-zeng: If turn based games are your thing the two of us are going to become good friends. :)
@coauctor: Some visual feedback when you lose or gain energy, like other people suggested, would most likely alleviate that.
@thirrash: I'll reimburse you the lost power! :) Thank you!
@apple-dash: You are very correct! I wrote the help/description and I knew from start to finish that that's not the way to do it. But this is what happens when you only have two hours left. I fully agree with you that the game is definitely complex enough to warrant an interactive tutorial.
@assoonasimpossible: Definitely true! Also evidently so due to the number of people specifically complaining about it. Thank you!
Just as a side note, if you click the menu in the upper left corner you can see a scrollable log of the game. Going through that can sometimes elucidate what actually happened.
@pouleyketchoupp: Thank you!
Daniel added an elemental affinity screen in the help menu. It's a bit goofy and you have to go through so many menus to see it, but he did this with 30 minutes left on the clock. It should definitely involve more arrows and always be displayed on screen.
We intended to have the buttons grayed out when not usable. Aren't they disabled when "Click to continue" is displayed? If they aren't it's a bug. :)
@fusionnist: Yes, as many people above have mentioned, the visual feedback is lacking in a lot of critical places unfortunately.
I had so many ideas for different powers. Things that would last for multiple turns, some that would boost other abilities or weaken some of the enemy abilities. There is skeleton code for having powers do really funky things, the only thing that uses it at all is the Fire Shield that deals damage if it countered an attack and the Blaze ability. I quickly realized that that was way beyond our alloted time. That's personally my biggest complaint with it right now, the abilities are way too vanilla, but that was the only thing we could offer within the time restrictions.
We already have a rebalanced post-jam version that is only marginally different but a lot more fun.
You asking for a post-jam version is the biggest compliment I could have ever wished for. Unfortunately, I don't think you'll see something major in that direction. However, if this was something that you enjoyed, some of the other games we're working on should definitely scratch the same itch, they follow the same game design philosophy.
You are more than welcome to upload gameplay of it! Please share the link with me, I'd love to see it.
Thank you, all, again! We're truly humbled by the great feedback we've received!