Animations felt really fluid, and overall I felt the visuals were excellent - a lot of detail in characters, environment, and UI especially so for a one-person team. The idea of losing character's you've built an attachment to reminds me a lot of how I felt losing characters in the XCOM series - don't know if that was an inspiration for you? I really liked the flow and overall feel of the fighting sections, but I wonder whether there is any way to introduce a little bit of prediction/skill into the otherwise randomised nature of a rock, paper, scissors-based game? Overall, great entry and good job!
Viewing post in Quarreler's Burden jam comments
I am reluctant to shift the mechanic from intuition to reaction time. You can experience what it's like to play it based on reaction times if you have a friend and do the 2 player mode. You can see each others selections. It's fun but even more frantic and it does not actually make me want to change it. Thanks for the feedback I really appreciate it.