I'm always a fan of a turn based battler and I love the art and sound of this one. It was also well implemented in the short timeframe of the Jam with an easy to use UI. I had fun with it. Kudos!
Because I love turn based battlers, and if you will indulge me, I will provide some constructive feedback.
- The current setup has limited tactical options because the only resource at play is HP and Turn. As such, the optimal strategy is trading a Turn resource for enemy Damage with the optimal amount is some fixed mix of Attack + Boosts. Whilst there is RNG, it does not really impact this strategy. While Heal is technically different to Attack when enemy picks Defend, it is still another version of trading Turn for HP - and if you have the option to deal Damage versus gain HP, dealing Damage is almost always superior. Defence is entirely useless as it is never helps you achieve Damage. In fact, in each combination of Defend/Defend, Defend/Attack, and Defend/Heal you either Draw or Lose with respect to the player/enemy HP balanceby choosing Defend.
- A very similar game to your game, but that implements additional resources is https://itch.io/jam/gmtk-jam-2022/rate/1624181. Whilst it has less appealing aesthetics than your game, it has a deeper layer of strategy by introducing both offensive and defensive stats, and having the player decision last 3 rounds. This forces the player to a) think strategically about trading Turn (as you have to consider the next 3 trades in one go) and b) as each resource is needed to achieve Damage and Defence it provides a rock-paper-scissors where there can never be a single action that is always best.
Anyway, if you like turn based battlers like I do, I hope you have fun in the Jam - there are plenty of games out turn based battlers. In fact, if you have time and like to play battlers could I request you have a look at my submission, I would be interested in your feedback. My game is definitely not as pretty as yours, but I tried a different approach to add strategy. I relied on input rather than output randomness. That is, the dice roll first and then you have to decide which one of many options in a skill tree are most beneficial to your winning strategy. As the enemy does the same, I hoped to force the player to prioritise based on a) what they roll and b) what development path the enemy is taken (e.g. high ATK, high DEF) so there is no optimal strategy. It's definitely not polished or balance as I'd like, and has an occasional bug, but I'd be interested in your take on it and whether you think it achieves these goals.