Incredible game, great twist on rougelikes. The controls are incredibly simple, and it quickly becomes apparent what abilities and tiles are useful(if you don’t know, it’s the ones that allow you to move without an enemy moving(eg. making it move into the wall) or vice versa). Great, innovative, easy to understand, and, for the first time I’ve seen, ads are skill based and well integrated. The majority don’t come at random or as a block to loot or an advantage - they’re used as a punishment. You failed a run, you let a Moneygrabber get you; they all feel fair. I didn’t plan far enough ahead, and this is my consequence. They’re annoying, but they don’t make me mad - I earned this. And I feel like that’s what the designers were going for. Yes, you get money from them, but it’s a cool part of the game. For the first time ever, I feel like it would be a worse game with no ads. Plus, there’s the strategy with picking up the Adblock armor. You sacrifice a side to prevent ads. You trade more streamlined gameplay for a vulnerability. Congrats, Kenny Sun, on making ads good.
There is one thing I’d add though - maybe an optional, more classic directional movement pad? I feel like the swipe controls often misinterpret my inputs, and it has caused me to die numerous times. It’s a minor issue, and it only happens when I go fast, but it’d be a nice QOL addition.