I enjoyed decimating and collecting heads while serving as the god's hand. Well done given the time constraints.
In terms of aesthetics, I appreciate the choice of the hollow atmosphere, the lifeless desaturated color palette. When it comes to isometric, there are particular challenge for rendering, figuring out the transformation between screen space to world space, depth sorting, but I think 2.5D is really beautiful.
In terms of gameplay, the turn-based combat is a classic, instantly becomes tactical because of action planning, it would be nice if there are:
- Visual feedback of the attack range, like a high light of the adjacent cells to indicate the current attack intention.
- Directional commitment, when moving input is in the same direction as previous input, move to the cell, otherwise, require another input to move to the other direction, indicating with some visual feedback the intended direction with animation on the first input. This will avoid the unintended movement, be able to adjust the attack direction.
- Wait Action, to ambush the enemy
On the game balance aspect, well, loved the jam balance! We have so much time to do everything by ourselves, we have to make choices.
Oh, maybe you already know this, but I'll leave it here anyway, if you want to delve deeper into the depth: https://www.roguebasin.com
Keep it up with the good work!