Great art and amazing character anims! UX-wise, there's some work to do, but I read below that you're planning on developing this into a full game. The interface and controls are not very intuitive, like somebody else had said. My issues with UI can be simply fixed with some contrast between the buttons and the main gameplay. I wish you and your team the best of luck developing this in the future! Super stoked to see where this goes :D
Viewing post in Marina's Sea Garden jam comments
Thank you for the feedback. I know it feels strange for WASD to have only diagonal character movement. We wanted to have 8-way movement, but our animator couldn't animate movement in every single direction in three weeks. 8-way movement will be one of our top priorities for the full release. By contrast between the buttons and the gameplay, do you mean the buttons should be a different color, or something else?
I completely understand how hard it is to make isometric movement feel less awkward! To answer your question on contrast, you could utilize complementary colors or play with saturation to have the text stand out and be more readable to the player while in gameplay. For the menu/movement instructions, you could up the contrast here have a dark multiply/overlay layer over gameplay, thus ensuring that the buttons can pop in comparison to the rest of the screen. Hopefully this clarifies a bit on my thoughts!