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I am a little embarrassed to admit that I did not realize it was the Dragon of Palma until we got to the actual dragon of Palma. 

I think this is something to be proud of, making a game in the course of a month, but ultimately it leaves me wanting. It seems like it's an ambitious goal for the amount of time you had. The writing is charming, but needs a second pass. The combination of dnd classes and the og folktale I think kind of robs either of their identity. The biggest place the game suffers is in the art, and the presentation. The designs are charming, and the choreography does it best to makeup for it, but each sprite only has... one sprite. they're locked in a single expression, which is just absolutely fatal. The visual aspect of visual novels is huge, and the lack of CGs and sprite variation really puts a hamper on things. It ends up feeling tired and monotonous, especially with all the backgrounds being relatively dull desert colors for most of the game, followed by more dull color interiors. The lack of visual diversity starts to wear after awhile, especially when combined with the presentation. I assume it's coding errors, I know nothing about coding, so I can't recommend fixes, or claim to have done better, but oh my god the walking sfx gets pretty old even when it's supposed to be playing... and then... it just keeps going... forever. 

It's not something to be ashamed of, this is only my second jam, and in both I've also definitely felt the "here's where the limitations are vs. the expectations I had," and it's been a learning experience both times. But in this case it's especially important to bear in mind what makes good visual novels good, and to make sure to prioritize incorporating them instead of shooting for the moon and going way off base.