Thanks for the review!
Decided to separate those two as it meant you could possess from one ingredient to another, but also always revert - but it might have been cleaner to have revert bound to the same button!
Great game! The polish on this is wonderful - the graphics and particle effects are crisp and the sound design is good too (the rising tone as you summon more minions is a satisfying touch)!
Can see this concept being expanded with more hero/enemy types and patterns, and different summons too. Well done!
I liked how the crystal being near enemies means you are incentivised to stay near them - a fun risk/reward element. Sometimes I found the crystal was very difficult to get to, though, and it was best to play passively and draw the enemies away from it - I wonder what it would play like to have mana regenerate if you were inside an enemy's radius?
This was a really nice take on the theme! I enjoyed the gameplay very much and how satisfying it was when the dice lined up - felt like I was almost dancing around the enemies at times. Really enjoyed how the dice were your health too, and you could tactically take hits only to replenish/replace the dice.
Good job!
A seriously satisfying game! I love the feedback on hitting enemies, the combination of particles and camera shake makes combat really fun to play, especially as you zip around the levels with the grappling hook. The timer mechanic felt good when paired with this, as this meant you couldn't just slowly single out and approach each enemy, though perhaps the game would benefit from a small explanation of this in-game, as by the time I tried out the gun I had forgotten that it cost precious time to fire, which ended a few runs (though the blame for this might rest on me!)
Overall a really nice game.