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(+1)

Wow, Jemaj, thank you for the thorough feedback and for playing for so long! That's really helpful!

Yes, the passives (quirks) aren't balanced at all yet. Most of them are just quickly thrown in to have something and find out which ones are cool. I haven't thought about scaling them with level region yet, but that might be good idea to make some of them more valid later. Brainka (the water dragon/lizard :D ) should not be able to revive dead animons and now you get the famous "I thought I fixed that?!" quote from me. I'll look into it, whoopsie!

Guaranteed bindshard sounds like a good idea and I'll look into what's wrong the improved one not being added. I'm planning to rework the capturing mechanic to incorporate dice rolling for it and instead a better chance it's a lower number you need to surpass. So that'll be the equivalent of showing the success rate.

Considering the changing of die types. You did play the version with the arrow icons on the dice and not the ring menu, right? Just to make sure it's not the older system. So you move left and right to select a die and up and down to change its type? And that only worked for one? 

The difficulty curve is currently my biggest problem. It's exactly as you mention, getting more dice makes you a lot more powerful but another factor is also that since I reworked the battle system a lot of the later animons are not updated yet and have crappy techniques or still just two dice. I'm also thinking about making it so that you either get +1 die or that you can upgrade 2 dice, maybe that balances the choice a bit more. I'll also add more incentives for higher dice. For Minjaluna's passive you already need to roll two 6 to trigger. There need to be more of these things. Thank you for confirming my suspicion, though :)

Yeah, double slap is OP haha. I might have to restrict it by giving it heavy (so it exhausts after use) but on the other hand, I want players to find crazy infinite loops that are overpowered. That's the whole joy of roguelikes :D
I will think on that.

Parasite, softlock. Noted, thank you.

Yeah, the mouse is the least tested input method right now and it has a lot of edge cases were it can interact cross-states when it shouldn't. Thank you for the pointers, I will check where the issues are. Considering the 4th technique not being selectable. Do you remember if you switched from an animon that had 3 techniques and then to one that had 4 techniques? Because that's an issue I know about and "I thought I fixed it?!" haha

Again, thank you so much for the feedback and I do hope you played the last version (0.0.10) which now reminds me that I should add that somehwere in the game so players can check.