Spell CD and balance issues:
*Strength: Fire, Lightning, and Acid - three elements. The strength of Fire is obviously much higher; if the other two are used without Fire, their effectiveness is greatly reduced. The gold veins in the game can be blown up directly with a fireball, so why design a pickaxe to mine them? You have to mine for about 5 seconds just to get 30-40 gold coins, why not design it so you can just shoot them with a gun to blow them up?
*CD issues: The CDs for the spells are longer than my life, 20s->40s->60s->100s? The highest tier takes 100s? Once you use it, you have a downtime of nearly 2 minutes. You only have 3 spell slots, and the efficiency of killing monsters using only guns is very poor.
Monster design is problematic:
*The worst problem: There are shooters among the monsters, and their bullet accuracy can only be described as 100% dead-on. The monsters' bullets are way too accurate! What is the point of dodging? The monsters' bullets can curve! The bullets follow a magical trajectory to hit you, so even if you dodge, you will still get hit. I'm talking about you, the skeleton monster with the RPG.
I believe everyone has encountered the flying snipers while playing. No matter how I dodge left and right, that green line sticks to you and will definitely hit you, 20 HP is instantly gone. You have to prioritize killing the sniper. After you look up and kill the sniper, a massive horde of ground monsters will suddenly spawn out of nowhere to mess with you. But usually, snipers appear when you are already being chased by a bunch of monsters. You have to look up to kill the flying monsters while also killing the small mobs on the ground that have been chasing you all day. On top of that, killing monsters doesn't drop any loot, yet they will chase you to the ends of the earth, making the experience even worse.
*I hope the developers and other players can see this.