I did like this quite a lot! I’m not one one to be very nostalgia driven so the control scheme and menu systems mostly adds friction for me without any clear benefit. But I also understand why you go for that stuff lol.
So my main issue is probably the chance to hit balancing. It didn’t feel at all right to me to have the boy miss the overwhelming majority of time. OR if that was gonna be the situation, I would have wanted an auto-block on him. Similarly, each fight, which can last quite a few rounds, I found myself repeating 1.5 intricate patterns for the sister (C3A or similar or C[heal]1) and I think I’d found the experience so much more rewarding if there was a “Repeat last” type action (for both of them). Some modernization / quality of life. Similarly, though I’m very happy there was resting, why did we need to do that ourselves? I saw no cost of resting.
I’m not sure exactly why, maybe because the map was so good, or something in the very rectangular shape of the tiles in the view-port or how the walls were painted to break up the grid-lines, made it so much more easier to navigate via the ever-present map so that I did quite a bit of map-walking. And I think that is a pity when you’ve put so much effort into the “3D” art.
I found that the firestorm spell was bugged out (but it was funny to get -800 mana/energy). It could ofc be an effect of running a windows executable through wine/proton inside a vm.
I did like the structure of the story / maps. And they were reasonably structured with some variation.
So overall, I think it was a very good entry!
Play-through: