I'd love to see this developed more. I like the mechanics of Darkest Dungeon but never liked the tone, so this is a great game for me. My one major gripe is that there's just generally not enough information. Like, you can't see your adventurers' stats and info at all in the camp, and in battle you can only see details of the adventurer whose turn it is, not any other adventurers or more details on monsters besides health, like moves. Also, you should be able to go on missions without a full party of 4 people, and let some rest back at camp to restore lust points. And a lot of the icons and shorthand used in move descriptions is fine, if you're already familiar with what different icons mean. But, that means you should add some way to get info on what icons mean mid-battle, similarly to how you can at the camp. I understand this is an early game, so a bit of lacking polish is quite understandable, but the lack of info is quite annoying. Maybe just a quick info paragraph below the game itself until you can implement these things in-game?
One of the goals of the demo is to see which parts of the game are well communicated to the player and which parts aren't. This allows me to know what parts I need to clarify to players. Explaining stuff on the Itch page defeats the purpose.
For example, you can right click adventurers in the guild for additional info on stats. You can also right click them in combat (not their portraits though, their actual bodies) for that information, and information on the enemies. But it's good to know that these parts aren't clear, so know I to add it explicitly to a tutorial later.
Less than four to a dungeon is in (not in the tech demo though), you aren't the first to request that :)
This is in large part my being dense, But it took me far to long to realize how level is of a adventurer is shown, It made me think of say borderlands tech tree and I though it was like every 5 levels they get to the next tier of skills. For quite a while I though the 3/3 skills assigned was there are level 3 out of three, and doing personal goals ups the cap. I did keep looking at the giant level indicators and thinking, are those the level indicator, but just couldn't convince myself that was correct. Thoughts like, its to much space to have dedicated to that, or its just tech tree tiers, or that no way is max level so low. Eventually convincing myself that the class names of novice adept and what not were the level indicators.
A simple fix for this would have been if hovering over not yet unlocked skills said "level _ required"
Yeah, now that I think about it, there's really no reason to put stuff on the itch page just to save you a bit of time coding. Oh, one little thing I forgot to mention: The way that character positions are notated in the descriptions of skills is a bit confusing. I would have there be empty circles or Xs to represent spaces where the ability can't be used instead of just leaving the space blank, since that can be quite confusing, especially with abilities that don't have a targeting section to reference based off, such as Blink (or to a lesser extent ray, Block and Patch Up, since they can be used anywhere no matter what).