The visuals are very good, as many others have pointed out. Most of the complaints I have are more to do with UI/UX rather than anything else in the game design, but that's mostly because the battles here feel very early-game before any real strategy needs to come into play. Some of these can be helped with a tutorial to set expectations and explain some of the displays.
- Enemy HP - if we're not meant to know the exact number, a description like "The manticore is panting heavily" could at least give some idea of the state of the enemies. Also, allowing the cursor to navigate over to the enemy side to look at the buffs/debuffs (same for the player side!) would be nice.
- Auto-move to next character on action select. Probably already mentioned by others.
- Recovering MP? At the very least, I think I would've liked to know that it doesn't recover at the start of the game rather than finding out after the fights.
- No idea what the [1, 2] numbers mean. I vaguely think it's related to turn order, but I can't figure out what it's supposed to represent since the turn order on the left seems to update accordingly anyway.
- I think the background being a slideshow noise texture isn't enough movement for the game. I'd like to see some more animation (or even just effects) on the characters as a keep-alive kind of thing, but I also understand that it's a lot of work to do.
- Sounds and effects are needed for each action, like for healing.
Also, despite running out of MP early on, I ended up beating the manticore by just spamming attack on everyone.