Managed to beat it with all ascension levels! (it doesn't show them on the win screen but trust me) Asc5.png
I kind of got lucky with the build, but it was super fun by the end - the mages dealt a ton of damage thanks to quarterstaff (and the holy scepter in the end made it even more absurd), the two staff summoners fished for more mages when I was doing well and staff clerics/scythe summoners when I wasn't, and the one scythe summoner made sure nobody really died. By the final level, I could defeat a ghost in one "hit", and revive everyone afterwards. It was great!
Anyway, the fact you managed to make a full-fledged roguelike for the compo is mindblowing! I loved how there was a different mechanic for (almost) every imp/weapon combo, and the relics had some super cool effects. There is a lot of potential for fun builds here. The graphics are a bit simplistic, but the imps were cute and I appreciated how every relic had an icon.
As always in compo games though, the balancing was a bit unpolished. This is mostly an issue in higher ascension levels, but level 1 was the hardest by far for me - you have very little resources and die in one hit. Both when playing it for the first time and my all ascension runs I lost the most times there. Some initial imps can make it almost impossible, even - for example, a staff mage barely deals damage faster than the ghosts regenerate, so you must hit them a large amount of times in a row to defeat even one, while dodging all their attacks and not going near walls (due to a bag, ranged attacks sometimes don't work while near a wall). Brawlers arguably have a harder time since you must enter melee range without getting hit once. I ended up resetting until I got a club mage to beat it (and even there I had to hope for good RNG...). I think starting with a relic or even two imps could help with that.
Also, it felt like the game encouraged you at first to play defensively with the bullet-hell style attacks, but by the end of the game, it time prevented this kind of strategy with a bunch of regenerating enemies in huge groups (even without ascension levels). The fact that staff cleric/summoner stall strategies are extremely powerful didn't help. So I found myself stalling for a very long time in levels, waiting for an opening/ideal attack time which never really happened. In the end, suicide strategies with shields/scythe summoners seemed like the only viable course of action, but they kind of ignored the dodging aspect of the game... Still, these strategies were pretty fun, so it wasn't a huge deal.
Overall though, I really enjoyed this! Again, I don't remember the last time (if any) I saw such a complete roguelike game here, and a very cool one at that! Awesome entry! And glad to see you back :)