Thanks for the detailed feedback!
I definitely agree that some of the late game combat is too dependent on RNG; I plan to address this in a future release after the Jam, along with some bug fixes and a randomizer mode.
One of my self imposed challenges as a developer was to not use any plugins and try to achieve the best combat possible with just the vanilla engine. Re-balancing Confuse, Counter/Reflect, and some of the spell damage scaling is definitely on my radar once I add scripting into the equation.
Say, just curious: did you run into the same final boss encounter that Drifty did on the stream?