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(+1)

Such an impressive party system, both in the various interactions within the system itself as well as then losing those interactions through a run.

The art is great, shaky for sure, but it works really well and is consistent throughout. The sound is really well chosen and I would say that this is just a really cohesive experience. 

I think the challenge of losing party members makes for really interesting choices to be made as one becomes more experienced. Losing automapping in the first run is extremely punishing, but becomes less so with familiarity.

I don't know what you're intentions are going forward; but I would be interested perhaps in a kiss / curse system alongside this mechanic. Something where it doesn't feel like you're always only losing power, and might gain an alternative power or system to combine with other party members, and end up with interesting run diversity. 

This is a really great submission, tough for sure, but very well made and was really enjoyable. Thank you.

(+1)

Thanks, I'm glad you enjoyed the game.

I did not even think about it when making this game but someone rightfully mentioned that in practice the expansion of the mecahnics in bigger games is in fact when your party is separated in several groups in some parts of a dungeon, as a party whose size decreases as the game goes might be a bit unsatisfying outside of the context of this small game meant to implement a given theme.

But now what you describe with characters fusioning into  alternative classes (but without being replaced by new ones unlike what's done with games I can think of with fusioning, or maybe still with replacement?) might also be some very cool system for a last part of a game for example, especially if I stop making boring, gritty, down-to earth games where you end the story retiring with some money and start making engaging, epic ones when you end up as gods fighting other gods instead.