Thanks a lot!
Indeed, it needs a lot of polish, redesign and better planning and I'm already taking notes about how to make it a lot better. (I planned on taking 2 days off from any work that I can avoid, but my brain is just telling me "Nope. I'm working whenever I feel like it!")
I'm thinking of making this into a mobile game, which obviously has a very different kind of screen size and input source/design than how this PC version ended up as. Long story short, the game view will be quite different, but the general concept of the game which is about souls of the departed moving toward the Totem to be reincarnated will remains. The biggest issue I had with the input I implemented in this 10-days version is how inconvenient the whole 360 degrees ring is when it comes to selecting them and rotating them. It would be an even bigger nightmare on a 8"+ mobile device (as not everyone has a 12" smartphone). Hence, I'm planning on having the view set like a side-scrolling view making it looks a bit like Plants vs Zombies, but with a reverse where you goal is to make the things reach the goal end while, on the road, there are trap-like things you can move around. The ring-like setup would remain, but not on a multi-leveled-overlaying setup like we see in this PC version. the step-like setup is just a nightmare to manage with the soul moving up and down on each.
Souls will have an actual forms (types) and various types would have various "abilities" (good or bad).
The totem will have customization which will affects small parts of the game like the chance for certain types of grounds pieces or traps or even affects ghosts' behaviors. (An example I got recently would be that each Totem's piece with the gold material would raise the speed of conquistadors' type of ghosts or something like that.)
As you can see, there's a lot going on about the commercial version of this project that will start soon. Hope you'll like what's coming up!
Thanks again for your comment!