Big fan of the Final Fantasy Tactics artstyle. I think you're capturing it really well here and it makes me happy to see it. Your character designs are solid and the black-and-white palette choice works better than I thought it would (and I imagine it makes it pretty nice for your workflow not having to worry about dipping into colors). I don't know what you have planned, but I'm curious if the black-and-white will tie into the story at all (and if maybe at some point we'll see some color)...
Everything worked together well. I got through all three fights (perhaps with a bit of ease; are you going to go for a more hardcore difficulty in the future similar to Darkest Dungeon?) and didn't encounter any gamebreaking glitches or bugs.
Art is great. Everything is cohesive and looks nice despite being grayscale. I think the music could be improved; it sounds a bit too plain and simple (I don't know much about music so I can't offer much criticism behind I think it would be nice to hear something a bit more orchestral paired with these visuals, but that's just my preference).
The below is a list of a few things I noticed could be improved in the game:
-At the title screen, you can select Swap, Details, or Equipment. If you select Equipment from the initial party view page and press the cancel button from that Equipment page it will take you to the Details page instead of back to viewing your party.
-I'm unsure if any of the skills/attacks have an effect on turn order. It would be nice to how the turn order will be modified based off this before committing (and if not, then seeing the turn order for my characters in general before selecting an action would be ice).
-After I select an action the character that is committed to an action is still selectable with the cursor. Not sure why this is, but it should move to the next character who I am free to selection actions with in my opinion (and they should not be selectable unless by another character's skills).
-It would be nice to have a visual indicator for the range of an attack alongside its description that appears when I hover over it. As it is now I have to click on the attack to see its range in the form of cursors over the enemy.
-The laugh track on misses is funny, but feels out of place. Would be cool to have it be something a bit more creepy/sinister sounding.
-Would be nice to hold a button to speed up battle animations.
-I defeated the last enemy with my first character's attack and the other characters kept on doing their attack animations while the results screen got brought up. I don't think I used any mana requiring skills that round, but afraid this might allows characters to eat up mana even after all enemies have been defeated.
-The icon for "HEALED" is coming up when I cast spells on allies regardless of whether it was a healing spell or not.
I like hardcore roguelikes like Darkest Dungeon, which this seems to be going towards design-wise, and am looking forward to seeing how this game evolves in future Demo Days.