Favorite game of the jam for me so far. Also, thanks for including a spell practice mode. I captured all the spellcards in it in normal. I may go back to 1CC the game later.
The spellcards could use a longer timer or fewer HP. I think it's good to force the player to switch mode to beat their timer, but here, it felt like I not only had to switch each time with the boss, but I also had to pay very close attention at always being right under it and for some spellcards even shotgunning as much as possible, just to have a chance to beat the timer.
I also didn't understand how the bar to switch from one mode to the other filled up. When in practice mode, you start with it empty, and some patterns require to switch mode early in the spellcard to keep dealing damage or just to survive the spellcard, so not understanding how it worked lead to failures without having any control over them. Not having an indicator to see whether or not you can switch also feels terrible when you try to switch, it doesn't and you die as a result. Or maybe the simple fact of having a bar to fill to switch is a bad idea.