playing this made me think i showed up in the middle of someone else's dream where i didn't understand what was happening, but i got grabbed by the hand into it and was forced to figure things out
a lot of stuff was familiar, but it had an extra level of complexity that ended up making everything vaguely familiar but leaving me unable to get the full picture. for starters, the first thing i noticed was that it was very hard to figure out what i had selected in a menu if im just going by highlights (and not context clues such as a popup saying select bodytype). then some other selection issues such as being able to exit a town screen (i know enter will enter a dungeon, but what if i want to leave? escape opens the normal ESC menu so that's not it). the inventory was also immediately familiar, but being unable to use the mouse gave me the same vibe - 'oh i know this, no wait no i dont '
in general there's a lot of player-unfriendliness going on in the sense that its hard to tell context. i entered a neutral dungeon and saw a giant tentacled mass of flesh. turns out he's neutral and we're pals, so i left him be - but i intrinsically assumed The Blob would be a baddie and had no cause to assume otherwise. in another dungeon however, the silver knight guys were enemies and they got me killed in 2 swings, oops.
i ended up getting heavy Achra vibes from this in a good way (especially because, sorry Ulfsire, but i prefer these gritty visuals over Achras). i think giving the player a vibe of "this is a world, it doesnt care if you understand it or not" is fine, but you need to have signposting done so that the player isn't immediately lost and forced out of the game. really, this just needs a session of someone not familiar with the game playing it, and you watching and taking down notes on what the player attempted and why, then slightly correcting the presentation to steer the player in the direction you want them to be steered in.
in fact, i think the experience can be summarized with what i call the Indie Game Curse, where something might be designed in an unorthodox way, which makes the player ask 'Is this deliberate, or is this unintentional'. However, since we're small devs, the player will always assume it's an unintentional bug and something that actually works properly will be labeled as broken because players assume things will be broken.
anyway, i had fun but i spent a good chunk of the time being lost and trying to interpret things. however, knowing that you did all this in LESS THAN A MONTH is crazy impressive and i can forgive everything as a 'its early in dev' add another month of just polish/direction and you've got something cool
keep it up!