The milestone tab is giving me a notification even though I already completed all the milestones.
How the hell am I meant to avoid destroying the cacti?
The party swap interface and the transformation menus could really use some streamlining. I don't want to have to swap someone into my party just to check their stats, and I think the transformation menus could be reduced to one menu with every option. I gave up shortly after getting Tarnhelm for this very reason, so there might be more menus later on with similar problems.
It's annoying not being able to see what status effects either side has in battle.
I'd also appreciate a world map, but It's not that big of a problem.
Go to Entry Hall and Go to Basement still only work once. It's probably related either to how opening doors works, or how sequences work.
I still think the memory tab needs to scroll more smoothly. I know you can drag the scroll bar, but that's also inconvenient.
Resources still shouldn't be used automatically if it wouldn't give the whole benefit.
Go Through Basement should contain Absorb Anima at some point. Is it possible to make an action repeat until a resource is filled?
The explanation of Earthen Antibirth is very confusing. So confusing, in fact, that I don't have many ideas on how to improve it. The only concrete problem I can point to is that it should probably say an item can't have 2 or more modifiers, not 1.
Earthen Antibirth as a whole is very grindy. Where am I even supposed to get 40 provisions, even in the full game?
I like it! Keep working on it! Bugs I found:
March to fallen traveler and March to tower go by super fast at the start, then settle down to the correct speed.
Topology probably should be topography.
I can't tell what counts as a "category" for the boon of false action.
Not a bug, but why can't I reanimate the fallen traveler?
What the hell is a "mine adit"?
"Go to entry hall" should have a corresponding "go to basement". In fact, keep that in mind: (almost) all travel sequences should have a corresponding sequence in the other direction.
Go to entry hall doesn't work if the door is already open.
There should be a setting to only auto-use resources if you can get the full benefit.
After discovering the break room, I can enter without forcing the door on subsequent runs, though the action is still available. However, I can't leave without forcing the door, which I can apparently do from inside.
The memory tab should scroll more smoothly. Right now it's kind of disorienting.
Right clicking an action should pause it just before finishing.
In one of my runs, while I was digging out the robe, the game randomly slowed way down. Even saving and refreshing didn't fix it. Unfortunately, my save at the time is too big to paste.
Sorry for taking so long to reply, itch wasn't letting me comment for a while.
Anyway, I don't remember a "thrust combo" or any special attack that requires a three-attack combo. The thrust CAN be used as the third hit of a combo, but it doesn't have to be; the input is just two attacks, but with a slight pause in between.

SCORE
If you no-hit the entire fight and collect all the bonus tiles at the end, you'll get a total of 41,200 points from collecting tiles. There's also a speed bonus, which gives you 100 points for each second under 6:20. Tiles can spawn right under your feet, so with perfect RNG, I think the theoretical fastest time is around 3:30.
TIPS
HARD MODE TIPS
Please reply if you have any tips to add!
I think it would be more helpful to let the back-end developers know, or even the server maintenance people. This is a widespread problem - many people have been unable to comment for a while, and those people are also getting no reply to their tickets. Related Github issues also have nobody assigned. Can you at least ask the admins what they're busy with, because this should be a high priority problem.
What algorithm does the game use to check lines of spires? Specifically, would a line with gradient 3 be a valid line, if there was room to make one? Also, I need help with Spire X4 (see below the cut)
Actually, another thing. I think circle pylons should light up when activated.
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The solution to each of the Spire abyss levels has a "backbone" of two intersecting lines of gradient 2 or 1/2. However, I've experimented a bit in Spire 22, and it seems like only 4 of the possible backbones can be fleshed out into a solution. Am I doing something wrong, or is the solution to Spire X4 not formed this way? I don't want you to tell me the solution, just answer that one question.