Windows Defender blocked it as potentially dangerous. Played for roughly 1h15m.
Anyway, It feels like there happened quite some Progress, which is nice. I like the new Town a lot more then the old one, but I wish buildings would use the same Fadeout (or at least partially) when you're behind them, as the Walls in the Mines, and that you could walk closer to them then. Dialogues and the Intro along with it are nice to have, but could use some Work, they feel a bit barebones at the Moment.
Chose the Cleric, picked up the Dwarf, and went into the Mines.
The Ambient Music is very Atmospheric, and makes the exploration feel intense, I like it a lot.
Character Movement looks floaty, clicks feel like they have to be a bit too precise on the Items, I feltI missclicked more often then I should, Combat works, and I like that you have to stand still and actually drink the Potion, which lends itself well to this more organized and slow Combat as compared to the swarmy Amounts of Enemies like in ToK. Combat is a bit barebones however, you could expand on that more I think. Animations feel a bit stiff and lifeless. I found it pretty difficult to check my Health, it's not very obvious at a glance how low you are, so you have to constantly check the HUD, instead of just seeing it from the Corner of your Eye. Screen flashes Red when you're low, which is nice, but I still feel more then a simple Number would be better for the Health Display.
I don't see anywhere where the Skillpoints are shown in the Skillmenu (they are there in the character menu, but with the rather tough menu controls due to the mousecourse seemingly not having a consistent clicking point), maybe I missed them, maybe they aren't shown anywhere. Entire Skill Menu feels very barebone, Skills are not properly aligned to the Menu Box, something looks unfinished there.
I also often found myself unable to buy certain items or potions if not clicking in the exact location, which seemed to be different per Item.
The overlay Map should not overlap the HUD at the Bottom I think, it frequently blocked the Health Number and Portraits, making it even less possible to see Things.
The first Floor generated in more or less a single very long straight Path, with the Entry closer to the middle, so I naturally went in the wrong Direction first, and had to backtrack quite a bit. At times it felt empty, Rooms could use more variety in Props, to make it look more interesting, and less like a bunch of connected generated Rooms. Once a Flag spawned in the Way and I couldn't get past it, but luckily the Room had a second Door. Still, you might be missing something here, that could lead to unbeatable Levels.
Walls could use some more Variaty in Formation I think. You don't generate long unbroken Wall-Segments, which is nice, but its always the same Model for the Walls, a few more differences, to make the Grid less obvious. Maybe also display the Walls thinner on the overlay Map. Entryway to the next Floor should probably spawn as a Wall Fragment, or next to the Wall if it looks like it does currently. It should however look more like a staircase, or otherwise like a Descent downwards if you're going for Levels of a Mine, instead of a red glowing Door. The Glow is fine, but it doesn't look like its going downwards.
Game crashed when it finished loading the second Floor, maybe because I was accidentally pressing a Menu button to close my Skill-menu right when I entered the Doorway, maybe due to levelgeneration or something.
A few Times Enemies spawned in right in front of me, or at least visibly spawned in, I think they should always spawn in in Roos I'm not in, or far enough out of Vision, that I don't see it happening. Feels more natural that Way.
Froze once again when I tried to return from Town through the Portal in Level4. I was in Combat when I returned to town, maybe that has something to do with it. I'll talk to the Bridgetroll again tomorrow, assuming he's still there, and the level doesn't generate without it there.
Why can't you recruit Dirk, why is Ganna always half naked?
Once a Door generated without a Room behind it.
Often Skeletons would just stand there and attack the Air, feels like they're supposed to be Archers, but got Melee weapons instead. You also sometimes have Pathing problems, I frequently had Enemies walking back and forth, just walking never attacking, or standing there looking Dumb. At one Point my Companions stopped attacking and just stood there watching me, I assume they wanted to cast something but had no Mana, so just stood there.
The Wall in the Village makes me assume theres more to come, additional different Dungeons later on? You could easily reuse the Generation from your Caves with new Tilesets and some Tweaks to generate Overworld Paths between Towns, villages, Castles, whatever, and flesh it out from a 1-Dungeon-Crawler into more of a procedural Dungeon Crawler RPG.
Apart from the Bugs, I think the biggest Issues I had where the Menu Controls feeling bad, and the Dialogue being so barebones and seemingly placeholder-y.
Overall rather enjoyable tho, excited to see where this is going.