Played for roughly 45 Minutes, completing 1 Dungeon Floor.
Talking to the Inkeeper does nothing, except flash the Button and then have it stay permanently yellow. The Background for the Inn also looks AI generated.
In the Shop you shouldn't have a scrollbar for the different Gear selection Options, the overall Layout is rather mediocre, and there isn't a Back button, the Town menues should be navigateable entirely with the Mouse I think. Talk also does nothing, but does not stay Yellow.
Heroic hall Talk also doesn't work, any Talk button doesn't work, there are no Quests in the Proclamation Plaza.
Entered the Dungeon without recruiting anything, Graphics changed from everything looking drawn by AI to 3D. Why the Shift, if you're using 3D Assets for the Dungeon already, why not use them for the Town?
Why is there a Wooden Staircase in the Forest?
FOV should be adjustable I think, it felt to me like I was walking more then a Tile, when it was just a tile I walked.
Enemies are not visible on the Map, but Encounters just happen out of thin Air, so you can't tactically avoid them or anything?
Regardless, Encounter caused Screen to stay Grey and have nothing happen. I assume the Issue is I have no Party and am a magical Ghostly being floating through the Dungeon all alone.
Next Run, I'm hiring Partymembers first - I think you should enforce Players to pick one in the beginning to avoid the Issues I had previously, and to give them a Player Character to identify as.
Graphics clash, the simple Menues are probably placeholder, but you have 3D in the Dungeons, painted looking Town Images, Pixel Images for the Icons of Gear, and low resolution Anime Sprites for the Characters, you should choose an Artstyle and stick with it. Mixing 2D and 3D is fine of course, but mixing Artstyles looks unfinished/Placeholdery/Bad.
You can click the Buttons for the Characters on Hire, which doesn't do anything, but they change character on Hover. If you're not a tiny bit careful (not a lot of course) you end up swapping the selected Character when moving the mouse to the Portraits. Same with moving from Portraits to the Hire button, I'd prefer if clicking would select it.
On the Blademaster you only have 2 Portraits to choose. On the Bulwark the Faces don't seem to match the Style of the Bodies, Same on the Paladin, I'm assuming the Problem lies in the Style of the Armor vs. the Faces.
When naming Characters, on typing the first Character, the "new <Class>" Texts should dissappear.
You can't easily view your Rooster of Characters while on the Hire Screen. I have 6 Party Slots, but can only use 5 Characters? One Slot has to stay empty, why?
On the Manage Party Screen you have a scrollbar on the small left Area for leftover Partymembers. On that Note, if you have basically infinite members you can have, but only a set amount you can take, why not give the Player a Choice of generated Members between each run? With slightly differing Stats, Names, (if you have Dialogue, or snippets in combat or something, personality), Portraits etc.? Makes it more interesting then just picking out your favorite 5 and using them all along. I don't really see a Point to keeping some on the Bench the Way it is currently.
Buying Items feels off, I don't like that I have to double click, I'd prefer a select on Click, and a Buy button or something like that. There also isn't anything to Buy but Salve, Homing Stone or Warp Stone, so I'm going with 1 Warp Stone a handfull of Homings and a mass of Salves to be safe.
The Items I gain from Combat are Buttons, why? I like that the Combat is turn based and not on an Act Fast basis like so often in Crawlers like this I feel. Since I reran the Dungeon, is it not randomly generated? Why not?
Feels odd that no Menu has a back/return/exit Button, when everything menu based, including Combat is useable purely with Mouse. And that Combat forces me to go back with Space, while everywhere else I can use Escape.
I'd think it'd be nice if the Characters started with a Skill, If you're going for random Characters like above, it could be a random skill. Anyway, I forgot initially to learn one, and started the first Fight without any Skills to select.
Health of damaged Enemies should stay visible even when not hovering.
Does Front/Backline do anything? It looks like Enemies just attack at random.
Why does every Class start with Dagger/Cloth Tunic, when not every class can equip the same Stuff? I can't properly recreate it, but on some occassions I could select my Musketeer, select his Weapon Slot, then change to my Reaver, try to equip something,and it said the Musketeer can't equip it, and on escaping out, it returned to the Musketeer selection.
Map selection doesn't carry over after a Battle Screen, it always resets to bottom right Corner.
Are Enemy Spawns dependant on Player Level, not on Dungeon Floor?
After picking up a chest the Map also resets.
Reavers Bloodlust and Sorcerers Mana regeneration don't work.
I can't use skills between Battles, like heal or revive? On this Note, the Skill Tab in the Menu is entirely useless.
On one battle, when I killed an enemy, only 1 of the 2 other Enemies changed Places, essentially cuddling up next to the other One. Looks like a Bug.
When I revive someone, they are basically killed right again that turn (with a 20% chance, due to 5 Partymembers) , with how little Health they get, feels bad.
When Items have only 1 line of Text, the previous Items Line still stays visible when scrolling through them in the Battle Screen.
The Attack/Skil/etc Icons that denote what a Character is doing seem to disappear on the next Action, not when they complete or start theirs, which feels odd.
I can not return to the Floor I exited from with a Warp Stone, so I always have to traverse every Floor I've been to in Order to get back? No thank you.
No Idea what the Accessories I could buy from selling Loot do, so I'm not buying any of them for now. Maybe next DD when theres a Way to continue the Dungeon where I left off.
I think the biggest Issue is Consistency in menu Controls, Graphic Style, the World, etc. After that, more clarity whats happening, who is attacking, more Feedback on getting hit, when theres Enemies. And general Stuff, like Talk Buttons doing something, being able to use Skills outside of Combat maybe, Skills actually working, and so on.
Your Combat does have proper Target priorities for the Player I feel, like having to destroy Frogs before they cast some Stuff, but maybe thats just their Sprites, it seems on the right Track tho. But you could enhance the Visuals massively of the Combat, instead of generic Line of Enemies and invisible Player Characters.
Overall the Visuals could use work, it feels like a mismatch of Assets just to use as Placeholders right now. And the Town could use more work.
Dungeonfloors should be generated.