@sodagummy
Hey! Thank you very much for playing and for the feedback! Yeah, I wish I had time to do a tutorial, but the time wasn't there!
If you want a little bit of an explanation on the different stats and what to choose, you can keep reading. If not, that is okay, I appreciate you taking time to play the game and leaving feedback!
There are two different types of symbols on your sheet: stat sigils and boosters.
All of the different stat symbols on your sheet contribute to different stats for your summon if you draw a line from/to them. In general terms, the sword (combat) lets your summon deal more damage per hit it lands, the shield (defense) mitigates some of the damage you receive, the green dashing person (agility) lets your summon attack with higher frequency, and the heart (vitality) affects your summon's initial health.
Boosters are the smaller symbols with roman numerals in the middle of the sheet. If you cross a booster while drawing a line, that booster adds points to the next stat symbol you pick. A booster can also be crossed multiple times.
**Generally, you want to get as much damage per second (dps), that is combat + agility, as possible without neglecting your other stats.** But, just getting as much dps as you can is not always the best option, at least not later in the game where the enemy starts getting higher defensive stats. It mainly depends on what you can get from the summoning sheet you are given.
full_dps_example.gif
In the previous gif, I went for the most dps and the match ended up in a draw. My summon was able to attack almost twice as frequently as the enemy, and it also had a small advantage in raw power, which should result in about double the "power per second" than the enemy. The thing is, the enemy's summon had much higher defense and vitality, which let it resist enough to end the match in a draw. So as you can see, building full damage is not always the best option.
balanced_example.gif
In this last gif I went for a little bit of vitality, taking advantage of as many boosters as possible, and the match results in a win for me because it boosted my survivability enough to outlast the enemy.
Note that it's the same enemy stats and summoning sheet used in both gifs, the only difference is the drawing on the summoning sheet.
Also note that for the previous two examples, I turned dodging off just to make it more deterministic, but dodging is also a mechanic in the game that benefits from getting more agility and vitality. So, building more agility and vitality to try and dodge an enemy that you are not going to out damage might be a viable strategy. It might also not be, because balance is still a wip :)
Thank you for reading! Hopefully this helped you or anyone else interested!