Awesome! Thanks for the feedback.
@tgramsus
The levels aren't being generated right now. That is a generated level, but it's static until I figure out what makes a fun level/game. I have ideas for other usages for the word creation mechanic, such as opening some doors/healing/generating a shield, etc. The whole avoiding enemies thing is a problem I've noticed cropping up a lot. I need to incentivise the battles, but I'm still thinking about how to best do that.
@Highsight
Thanks for your in depth feedback. Very helpful.
I wanted to keep the battles in the game map, but the problem of getting the actors positioned nicely in the world without clipping and get a camera angle that wasn't obscured by anything was a problem more complex than I was willing to solve at the time. I'm not married to the transition thing, but changing it is a nice-to-have at the moment.
Haha! I can't claim the second enemy placement as designed conveyance, just dumb luck. I do plan to have that sort of teaching later on in the project though, so it's nice to know that'll work

Thanks, for the bug reports! Annoying about the potion and good to know about the card thing. Don't suppose you saw if the potion went over or through the wall?
What do you mean by enemies are easily turned around? Do you mean you can easily lose them?
There will be an audio cue before an enemy attack, but I feel that the visual cues/information isn't strong enough either because the player is focusing on the word grid. Maybe an attack timer bar above the grid?
Yeah, I know "Weak" and "Strong" are poor descriptors. My brain went soggy when writing those

Good to know my suspicions about them weren't wrong. I need to find a better way to convey that information entirely, 'cos I don't like how it works now. When there are more than one type of effect happening it all breaks down too
