I really like the pixel art and the designs! Pora is just the most adorable thing
I figured at least one or two of the monsters should be cute. Its design is heavily inspired by jerboas.
I also love the well thought out gameplay and the core mechanic of the Soul Wells that forces you to not only keep to a defensive and rather static tactic but rather makes you have to be more flexible. It also gives some great comeback possibilities.
I'm glad to hear it, since those were precisely my intentions. I'm still not sure if the mechanic is super intuitive, but it does serve those two important purposes:
1) It encourages you to spread out over the battlefield, instead of turtling.
2) It adds one more dimension to determining which player has the advantage, making comebacks easier.
Although the map is simple it is extremely well designed and balanced for the monsters you get in the demo. I'm looking forward to the maps you come up with for this game in the future.
It does the job, but I'm looking forward to adding more types of terrain. I arranged the two forces diagonally from each other so that there are multiple equidistant paths to reach the enemy. Another way to encourage you to spread your forces out.
It took me a few times to beat it (I'm not super good at tactic games) but I found the learning curve rewarding and failure did not really frustrate so much as it taught you. Was it just my imagination or did the enemy overseer have an enormous range though?
That's still good, since the two forces are pretty evenly matched. I'm glad you didn't find it too difficult to learn how to play. Hopefully that means that when I design the real learning curve, I won't need excessive tutorial elements.
The enemy's lightning bolt spell has unlimited range. It doesn't have an animation yet, though, which makes it a bit too subtle. Were you able to figure out that if you select an enemy unit, you can see the details for their attacks? That might be too well hidden.