Based on my feedback, it seems pretty good. The main improvements I'd recommend are more user interface things, to make the game feel a bit less luck based.
For example, there definitely needs to be an indication of which moves are charging, since I could not for the life of me tell which ones were ready and which weren't. Either a bar or number underneath the move indicating this (maybe with a nice 'CHARGED' label when ready) would help a lot.
There's also a bit of confusion as to which moves are effective against which enemies too. Like I suspect blasting star is more powerful than throwing star or whatever, but the only way to be sure is trial and error, which lowers the strategic depth quite a bit. Then again, if this isn't a feature at all, having it would add a nice bit of extra value here, since it'd make each fight feel a bit more controllable.
Additionally, it's not always super clear that an attack has done damage, since the HP value seems to change instantly with little fanfare, despite what appears to be an effect marking the attack as having hit its target. Some sort of enemy HP colour change change, a minor screen shake, the text changing after the flash, etc would help illustrate that your attacks are hitting and doing damaging (and that your enemies were doing the same).
Still, on a mechanical level it's a pretty solid first attempt for a game, especially by someone learning to code at such a young age. There are a decent number of enemies, you've got a variety of attacks, the attacks can charge up, there's a win condition and a loss condition, etc. Congrats!
It’s still impressive at 9 for both a game design loop and the coding. If this was v1 as described by the OP then I wouldn’t even judge as I know my mvps for actual paid for products have never been remotely bug free
For example, there definitely needs to be an indication of which moves are charging, since I could not for the life of me tell which ones were ready and which weren't. Either a bar or number underneath the move indicating this (maybe with a nice 'CHARGED' label when ready) would help a lot.
There's also a bit of confusion as to which moves are effective against which enemies too. Like I suspect blasting star is more powerful than throwing star or whatever, but the only way to be sure is trial and error, which lowers the strategic depth quite a bit. Then again, if this isn't a feature at all, having it would add a nice bit of extra value here, since it'd make each fight feel a bit more controllable.
Additionally, it's not always super clear that an attack has done damage, since the HP value seems to change instantly with little fanfare, despite what appears to be an effect marking the attack as having hit its target. Some sort of enemy HP colour change change, a minor screen shake, the text changing after the flash, etc would help illustrate that your attacks are hitting and doing damaging (and that your enemies were doing the same).
Still, on a mechanical level it's a pretty solid first attempt for a game, especially by someone learning to code at such a young age. There are a decent number of enemies, you've got a variety of attacks, the attacks can charge up, there's a win condition and a loss condition, etc. Congrats!