Yeah when I did the design doc it was supposed to have RPG level mechanics and a timer on the attacks, but since I had never worked with the engine there was a learning curve I slammed pretty hard into.
First the rpg mechanics got axed, then the timer on the player attacks, and it got down to this for simplicity.
It was a learning experience across the board and that's all I really wanted out of it. I'm currently doing the Bored Pixels jam and it's going much better (preview: https://twitter.com/Aloehart199/status/1217604740378480641?s=20 )
Thanks for the comment and for playing!