Hello Hythrain, thank you very much!
I would like to have the Youtube link, please.
As for your feedback, thank you for pointing out those things.
The map is something that's been pointed out before, but I'm unsure if that's a matter of bad level design or if I should really add a map (something I believe might take the player out of the context of the simulation...but the prequel to this game had a map).
As for the motivation for the combat, it is a very fair question and one I've been considering even before I first released this demo. The prequel didn't have combat, only puzzles, and I felt like it missed something, but I didn't stop to properly craft into the narrative for a reason for this combat to happen.
My previous games (such as Dungeons of Noudar and The Mistral Report) had combat quite woven into the level design, almost like a environmental storytelling and without a "combat screen". This time I decided to try something different, but I kind of prefer the other way - I totally understand why older games required this kind of separation, but I honestly don't need it (even with the meager 288KB of RAM on the GBA).
On my way forward, I want to add more life into to the world and have the player interacting and conflicting with other characters. This might even help making the places more memorable and easier to navigate without a map.
The saddest part is that this combat screen took me a long time to code :(
Regarding the sound, I'm still trying to find my way around the GBA sound hardware in way that makes it compatible with my other systems. Right now, the DOS version has *some* sound, as well as my (still unreleased) native MacOS version.