Wolgi, you won! Thank you so much for your feedback once again. The game is indeed hard, but I'm glad to see you beat it regardless. Next demo day you'll also have some special moves like the enemies have, so we'll see how that impacts difficulty. On the backend,I just implemented hue shifts for aberrant enemies so you can pick them apart easier in battle(Dunce's who shoot projectiles have a reddish hue, and the one witch with an upwards attack has a purple hue now), good catch.
There was healing inbetween rounds before, but now if you heal yourself/cover in the pre-round and then die, the points you spent on healing no longer reset themselves, for convenience sake. But if you decide you want to reset the points you spent, you can press and hold P to reset them as they were when the Pre-Round began. Will try to make this clearer in the future.
That dang reticule, can't believe it's still doing that, will try to brute force a fix for that.
And thank you for your comments on the art. I'm really trying hard to have a unique style but also keep improving on a technical level. The goal is for the current drawn characters to be the bare minimum standard going forward. I'm going to focus a lot on polishing up the graphics and adding new assets for next DD., so hopefully it will feel a little closer to an actual game than just a tech demo. Also, the music is just placeholder CC stuff, going to have some friends work on an ost very soon.