Looking at your previous comments, I think you would appreciate a longer feedback😅 so:
I did one run with a full boomerang build and while it was fun at the beginning it quickly turned into "do I see a boomerang (or a boomerang upgrade), +X permanent damage per hit gem, or just obviously good things (dice, donut)". In the end I just quit because I was getting bored (ended with best round 632784).
Now, take all of this with a grain of salt as I don't have that much experience in this genre of games. If the boomerang thing is actually a good strategy, then it should be more deep and complex and if it's actually a bad strategy (I might just be a bad player 😅) the game should have killed the run much quicker, so I'm incentivized to start a new run with new ideas. I think in balatro the target grows pretty slowly between the blinds(?) but when jumping to a new difficulty it really spikes, so maybe something similar would be nice here?
Also, it seemed like the buffs/passives were really focused on just one specific kind of build (e.g. boomerangs)? I didn't really have a hard time choosing an upgrade to take.
The visuals are 10/10, look very professional and I really liked them. One suggestion would be to start breaking the inner layers of the ball after the first one, so there's more visual feedback in later rounds. There are also some accessibility issues:
— While I'm fine with background moving when I move the mouse (which some people might not be, and it should be an option in the settings) I really don't like the buttons in the main menu moving
— Some texts were hard to read with the crazy background, and I often lost my mouse cursor. If you will be changing the background or doing a custom cursor later, please take that into the account.
I also have some random polish feedback, roughly sorted by importance:
— If the weapon tooltips were long they went off the top of the screen, which made it impossible to pick the X best weapons (at least in my case where the only difference was amount of damage at the top of the tooltip)
— Maybe in addition to the speed in settings, speed up the animations depending on the expected length of the fight? (e.g., there are a lot of weapons or weapons with long animations → speed up)
— Considering that each weapon can only have one gem, could it be displayed on the pedestal so for example it's easier to locate a weapon without a specific gem?
— Showing a shop with $0 at the beginning of a new area was confusing to me
— I locked a weapon without noticing and was confused what the lock icon meant. Figured it out eventually, but maybe add "Locked (RMB to unlock)" or sth?
— Moving weapons around didn't feel that intuitive, I would have preferred more drag-and-drop behavior (but in the end I figured it out so ¯\_(ツ)_/¯)
— In the "Choose X that remain" screen there should a piece of UI showing "Selected Y/X" and the proceed button should be visibly disabled until you do it
— When it goes into the select screen, and it shows "It's time" (or something similar) I would add an explicit "press to continue". I'm conditioned by games to wait because maybe they will continue by themselves while I'm clicking, and then I will skip to the next part by mistake.
Good luck with Steam! (I might try to do a steam release with my game too, so hopefully it goes well for both of us 😅)