Anytime! Developing for mobile is so finicky because of the wide variation in phones. I have a few older devices for testing reasons and ran your app through them all, doesn't seem to have any compatibility issues with anything even somewhat modern. It ran smoothly on 256mb Ram so you should be proud of that haha!
Coming back to this post this morning, I pulled out the game again, it plays just fine, I just missed the doubleclick. Admittedly the doubleclick is a bit weird for the spells. I keep trying to click a spell and then click the tile to hit. One thing I noticed right away, is controlling a crawler like that on a phone removes the possibility of a mis-tap which turned out to be hugely beneficial even if a bit of an odd feeling at first.
So I played for a few minutes, almost got swallowed up by enemies before finding a choke point to make my stand. The feeling of getting a sword from my first kill after running was rewarding. I feel like you've set the balance of power quite well, I don't feel helpless but I'm no god in the game either. Turn delay is great, just enough time to contemplate the next action to keep the game going. It felt very very fluid, and the animations surely made me smile. I could have been wrong, but it looked like that venus fly trap monster and the bat were laughing together at me...
I have a packed day of coding ahead, but I'm going to come back to this and record an uncut playthrough for you so you can see what a player is going to do fresh in your game. I absolutely love this, the simplicity of it and the rewarding nature make it something that I will want to follow to completion.