I think we did the same research. When I googled last stand, one situation was to let civilians escape, so kudos to staying on theme!
I'm a big fan of FFT, and so I love the isometric perspective. The art assets were also really cool. I have tried to implement isometric grid based movement before, so I understand that things that may go unnoticed actually take a lot of effort to implement (e.g. telegraphing possible move/attack range, AI pathing for enemies etc.)
I also faced difficulties making isometric control on an arrow-key scheme intuitive, and it seems like it might also be an issue here. I find myself trialing-and-erroring to get to the desired square. A QWAS input scheme might be more intuitive, or just allowing the use of mouse to point and click.
It would also have been nice to have more visual feedback on combat. Even a hit-flash shader would have helped. The sprites are quite small, and it was difficult to catch the lateral movement tween.
Overall, solid submission!