I see. Thanks a lot for the feedback! Maybe it is indeed a lot to memorize. My attempt was to make the aesthetics of the charm make it easier to remember. 'the one with the boot' is the wind charm, the original plan was to have a clearer vfx of the area cut (the pray to attack in a circle) a clearer vfx of the pushback (a strong wind) and then a particle vfx that would play in the feet of the player. So the package 'wind charm' would be easier to remember. But I guess the limited time implementation is lacking this thematic glue for each charm and each effect goes scattered into the player's memory.
It will be an important thing to get right if i continue to support this game and your feedback was very important! Took note and will see how I can solve this issue. I wanted to maintain the throw effect, as there is potential to create more depth, but let's see