That cover is wonderfully chaotic. A hand drawn blond warrior raising a sword, a giant green villain in a red cloak on a throne, a blue haired mermaid, a castle, a pyramid, a dinosaur, a scorpion, planets, all at once, and the whole thing reads like an 80s VHS box. I love the energy.
The intro is a Star Wars style crawl, and the best detail is that it has SKIP, FASTER, SLOWER and PAUSE buttons. Giving the player speed control over your intro is a courtesy almost nobody bothers with. And tying the true ending to beating the high score is a genuinely good way to bind narrative and scoreboard together for this jam's theme. In game you've got hearts, TIME / POINTS / GOLD in the corner and even SAVE SCORE / RESET SCORE / HELP buttons on screen, so record persistence was clearly thought about. The brick dungeon with fog and spikes is well built.
The main thing to fix is the HUD. In the top left the character portrait, the hearts, the inventory sword, the CURRENT HIGH SCORE / CURRENT BEST TIME panel and the SAVE/RESET/HELP buttons all stack on top of each other, and part of the text runs off screen (I got "ONS" instead of "DAEGONS"). The dialogue box also sits in the middle of the screen covering the scenery, its skip button is tiny, and the dialogue font is small with weak contrast (light grey on grey).
Lots of personality and some genuinely generous design decisions. It just needs the HUD organised. Also, zipping the source into the downloads is a solid answer to the end of life question.