I loved all of the different character designs and the many different types of blocks there were in your game! It made for a very fun and engaging playthrough! I thought it was interesting making the enemy unable to act for a turn when they're struck while allowing the player to act right after they're struck. The power of duck vengeance does not falter under chicken strikes!!! Hahaha
If you're looking for any quality of life improvements it might be nice to include a mini explanation of some effects! Such as infect and burning. Infect was more relevant in the video, but I had no idea what it meant to "infect" blocks until I saw it in action and was punished for my ignorance. I saw you made a tile index that I skimmed through and wondered if it might be possible to implement that into the game with the option to view it at anytime if you'd rather not add a mini explanation for burning and infecting.
I also found out that the board will clear even if the end of the turn would have triggered some blocks clearing. I had an axe block that would have moved up and formed a row of x's. However, the opponent used up the last space which caused the board to clear before my axe block could use it's effect. My apologies if that doesn't make sense, but it happens in the video at the 9:15 point if you'd like to see for yourself. To fix that, maybe there can be some sort of check that the player is able to make a move at the start of their turn? If the player is unable to make a move due to a full board, then the board would clear. Maybe that way the blocks could have all of their effects go through?
I found it interesting that blocks would trigger after the opponent went which made my block effects feel much more delayed. For example, I might place a drip block, but my opponent would place a block under it to completely stop my drip block from working. Whereas the opponent can use their drip blocks without worry that I might stop their effect from taking place. I imagine the game was made this way to balance out our ability to strike the opponent and act right afterwards whereas our opponent doesn't have that luxury, but felt I should mention it just in case this wasn't the intention.
If you're looking for any ideas with blocks, it might be cool to add in a shop that allows you to combine certain blocks? Combining an electric chain block with a bomb block as an example could be really cool! A block that gives off chain lightning then explodes whenever it's time comes to an end! It would be fun coming across some sort of npc in a lab coat that loves experimenting with blocks!
Overall, I really loved this game and would play it for hours even if no changes were made to how it's currently set up. There's a lot of charm and love that was clearly put into this! I'm so excited for the full release after experiencing the pre-alpha stages and absolutely put this game onto my Steam wish list! I'm looking forward to your next projects!
Thank you for making this game!