It's nice to see you back.
Overall I'm surprised by the polish and step up of your art since fiend's. Enemies are cute, distinct by their silouette. Maybe they should have more colours than green so you can distinguish them more, but I dunno if you wanna add color variation for powered up versions.
Even if on paper I don't like 3d particles mixed with drawn style the impact of your game is very nice. It's cool so see pretty lights and enemies explode (my philosopy with templar).
- At first glance I didnt undertand that mastery was a skill tree. adjust it so you can understand it right away; also darken the powers you can't select even more
- only one bad point, but I can understand the design if its a wanted interaction: with witch, if you cast a double/triple firball at point break the enemy hit will take out all projectiles instead of one (if it can be killed with one hit ofc)
Take my comments from here on with a grain of salt because I didn't play vs or its clones:
- maybe crystals should disappear after X time, so you need to choose between danger to gain power or safety
- maybe have a low chance to make enemies drop a big crystal
- maybe hp refill on lvl up
- maybe add the big common ball enemies earlier.
- add to that, for your enemy curve, maybe have a 5min timer, not 10? so the evolution will be even faster
Good job dud.