Digging everything about this! Took a second to get used to the controls, but after that I was locked in and playing a completed game, not a demo or a prototype!
Simple pixel art, does the job, nothing over the top but that is the exact amount of graphics a game like that needs. The UI is very clear, you immediately understand which spots are empty and which are filled, and the bars over the monsters' heads are contrast enough to not blend in with the bar table.
The music really fits the atmosphere, I did not think a game could make me feel like I'm working in service industry again yet here we are. :(
Very interesting mechanic with the cauldron between nights, optimizing your perfect cocktail, trying to find a balance between getting more tips, and therefore upgrades, and getting customers drunk and freeing up the spots before the others start a sober fight with you after a hard day. The shade giving permanent bonuses is a little random, also haven't figured out whether move speed is always a must get to rush to the tables or if I should be picking more combat-oriented upgrades.
The combat feels fair, you're a bartender, not a warrior, so you can't not do your job and just perma fight and kite the enemies, your attacks lock you in place. So better serve your drinks and hope the monsters drink them fast!
My PB so far is night 9 but I will probably be playing more to figure out an optimal strategy to get on the leaderboards.