Well that was a tour de force of some dungeon crawling XCOM goodness!
Starting with possible improvements, I think the sound and visual effects for enemies being damaged is pretty weak. But considering how many plates this game already has spinning I think it's acceptable.
And while the dungeon areas are well used in combat, the exploration side I think was left lacking. There are hidden walls, but they usually contain nothing, and are revealed on the map and during combat. It felt like I would kill everything in battle, and then just walk through an empty level until the next encounter.
I'm not sure how I feel about randomized item purchases honestly. For weapons, armour, accessories and upgrades I think it's fine. With consumables I found I was gettig health items more rarely than I would've liked. Which I think could run the risk of soft locking the player since you don't regenerate health after an encounter. Maybe intentionally part of a more hardcore design, so idk.
I did notice a bug where I could heal a knocked out ally, but then they wouldn't actually rejoin the battle.
As for the length, I enjoyed it all the way through so it wasn't too bad. Though 2 hours is quite a lot to demand from players. If this game was less polished and had less variety I think it would drag quite a lot. Frankly I would think the biggest benefit of aiming for a shorter game is just less burnout lol.
Back to the positive's, there's too many positives to count. I love the artstyle, I love the writing, I love the enemy and item variety, and I REALLY love the 3D dice rolling view. I liked the rolling dice in Baldur's Gate 3 and I like it here too lol, might have to use it in one of my own games someday.
This was one of the best entries I've played this jam, and thats saying a lot for all the strong entries this year.
Excellent work!