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(+1)

Enjoyed the game a lot, and probably biased because you're combining 2 of my favorite genres into one. Simple, yet with sufficient depth, good enemy variety. Graphics and character made me think of Momodora (though judging by one of your inspirations, it's probably Rusted Moss instead).

It's really great how much room for tactics there is - with player positioning affecting certain enemies' positioning, bullets converging at good spots if you time your moves well, staggering to change the attack timings of enemies, using knives to delete/stagger nuisances... Playing everything through in my head was a blast.

Only one thing to mention. The player hitbox, some enemy movement patterns, enemies' shot angles while you're moving - they didn't feel very clear. I think the game could use a forecast system, maybe something like in YOMI Hustle, which lets you see how enemies will act before you make your turn - showing where they're going to move, where they'll shoot (especially for times when the player moves), and letting you know if you're going to get hit if you step into a specific tile. This way a newer player with a weaker grasp of mechanics will have to make fewer guesses, and it could also streamline the tutorial a bit, making it shorter and more intuitive.

Otherwise - I don't think the theme was really incorporated into the game (facing consequences for bad moves is kind of the strategy games' whole schtick...), but it's not a problem for me. I've enjoyed the game a lot still, might replay it for a no-hit run later.

Great presentation, very fun, been dreaming of playing a bullet hell strategy game for some years now. Hope to see more. Congrats on finishing the jam!

(And a suggestion: maybe make the knife throw instant, and not take a turn? Or maybe an alternative special move with that property. Since you can already throw the knife anywhere it may give the player more control over bullet patterns and just feel more powerful, especially when you introduce thicker and more complicated patterns later on)