I read in the description that is your first game, well done !!
Could really find some pacman vibe in it.
I did all the game and only after read the descriptiona nd discovered I could use space to cast spell. I was wondering what was this blue circle all along.
You wanted some critical feedback, so there it is:
- the concept of hidden character and escaping didn't match well, there was no incentive to try to understand who is a wrong character, no hint either. It seemed like two different gameplay not merging, I recommand you to focus on one unique idea and build for this idea
- the art was nice, but hard to define what was walkable or not: I suggest you to not use the same saturation for example for walkable and not walkable, or a common language. And to be more permissive with blockers box. You want the player to feel good, so for things wrong for th eplayer you prefer to have smaller collide box and for things good for the player have bigger collide box (than their model)
- the life of the player need to be more highlighted, it's the main info which put stress into the player and make them plan their path/take risk or not. Here it was at same level as collected object (which is already showed by the gold things), and demons (which as my first points we didn't care a lot about)
- the pacman feeling worked really well, the AI of the opponent was intelligent and random enough to feel that we can trick them and also feel near to die often (I played without the spell)
-I have the feeling the spell would have remove me all the fun I had to be honest, because it would have been a little too easy
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I hope I am not too harsh for you, it always easier to focus on bad points, so sorry if I told mostly those.
Hope you will continue to make games !!
Don't hesitate to test our game: https://itch.io/jam/brackeys-16/rate/4942051