Been playing through the game several times and I really like it! I was hooked by the gif preview on your page. I have some observations and suggestions - some of which already appear, but I wanted to get my thoughts down too. Sorry if it's a bit much!
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- The game is hard! The play seems to reach a point where you can't possibly win, even on easy mode. The monsters get varied too soon and you end up with a jumble of mismatches. Take a cue from other varied-block puzzle games and reduce the variety of types in the beginning so that it's easier to make broad clears. Give the player confidence they can do the task asked of them.
- I've seen other "group clearing games" where the stacks will compress if a column is cleared.
- I love the undead / slime spawning! I would suggest with at least doubling of their regeneration rate
- Those jerk Scroungers almost always get the best of me.
- It feels like the rats dodge is far greater than 50%. It might *actually* be 50% in the code, but it just feels off.
- When freeing a prisoner, I expected them to join my party and help me fight like I saw in your gif preview. I was confused why they didn't and I only saw them outside the tower.
- I was disappointed I could only bring one party member into the tower with me.
- And I was further disappointed that I couldn't choose them again after I lost them in the dungeon!
- I like the art! I would suggest changing the portraits of the turtles when they lose their shells
- The effect of the tower walls closing in and locking into place is very much a "way cool!" moment. Well done!
- Speaking to the difficulty of the game, consider adding more defensive equipment. The helmet which guards against some damage if you attack in the top three rows is nice, but there needs to be more.
- When getting gold, I like the "ghost" preview effect of how much gold you would collect if you were to attack, as well as the HP loss from doing so. I would like a hovering gold-colored [+8] to accompany the targeting grid so it's clear how much gold you are getting. Just one little bit of information to help players. It was not immediately clear how the gold-collection worked until I realized the coin on the monster-card was how it all correllated. Once I realized that, I could count it out if I wanted to, but it would be nice to see it done for me.
- Add an ability to disarm a trap
- When advancing floors, non-monster items should not fall off the bottom of the screen. They should "float" up and remain on the bottom row.
- The flashing "current party member" indicator is distracting and useless if there is only one party member
- The floor indicator is horizontal, when the tower is vertical.
- As you advance in floors, can you palette swap or change tilesets?
- Low-level monsters become a clog at higher levels. Maybe some "magic powder" could destroy all half-heart 1GP on the screen, or this could be something that happens automatically as you advance floors
- Poison damage is applied after leveling up and restoring HP. Bleh.
- For the amount of grief snakes cause, they should be worth at least 2 coins, or lower their initial damage.
- Evading Fairies deal damage, but Dodging rats do not. This is inconsistent. Fairies who do not "fight back" should not deal damage
- "1" damage is half a heart. This is... weird. Consider making the values and the graphics one-to-one instead of two-to-one
- On level-up, all action, including particles, stops. This feels weird to wait for the hearts to fill back up.
- Class selection screen feels like I have to wait too much for the animations to complete before interacting again.
-Bulls which deal 3HP (1.5 hearts) when attacked, drop meat which heal up the three half hearts (1.5 hearts). What's the point of this?