There's room for improvement, there always is with all things, but I would like to stress I had a good time with it up until getting stumped at the end. I am not sure if the classic dungeon crawler loop is timelessly charming, and certainly a lot of classic dungeon crawlers do not appeal to me, but the tension of hunting through the dark for progress while slowly growing a party is always endearing to me and the heart of that is here ^^
I feel a little bad about running out of patience with the final puzzle, but the only things I would really want from it are:
1) Feedback on if a chosen teleport is right or not. The hint is pretty direct but applying how I thought it worked to the puzzle didn't seem to work, and there's enough teleports that trying random combinations of 4 of them wasn't something I wanted to entertain in combination with #2 below. But also, this seemed appropriate to a classic dungeon crawling experience, which would have you in a situation like this at least once if not more, with even more abstract hints (if any!), so I did want to keep at it.
2) The only other thing that stopped me from wandering around and powering up while sorting out the puzzle is the (I think I remember the name right, I was up late so sorry if my memory is spotty) Antiger + Antiger + Antiger enemy group, which readily seem to outspeed the party at level 30 / 31 and are fond enough of their group earth spell that they just sweep you up and dump you in a bin. I respect and fear them XD
Not to carry on, my intention isn't to bust your chops and I know jabbering on about red ink and tweaks and so on can be tiresome. I enjoyed playing and even grumbling about puzzles and certain random enemy groups being really tough feels authentic to the classic experience? So no sweat! You did a good job and I'll probably be rifling through your library over my vacation XD