Hi, I've been playing the alpha6 for about 2 weeks+. It has a very nice game system, especially the puzzles and the art sketches.
Attack rituals are interesting as a player can customize it differently based on perceived strengths / weakness of their target opponents. But when you are attacked, there are not as many options as the defensive rituals kicked in on a last-in first-out basis.
The combat might be more interesting if the defensive rituals can have options to be activated - based on certain attributes of the attacker.
For example, I like to be able to configure:
Defensive Ritual A - Activate when attacker's total vitality is > 6000
Defensive Ritual B - Activate when attacker's total number of attacking creatures is <3
Defensive Ritual C - Activate when attacker's name matches "Spammer"
Default Ritual - Activate when there are no matches (the random ritual that the game currently uses).
These configurable trigger attributes can be opened up one-by-one as reward for players who have completed certain puzzles / stages in the game.