Won't comment too much on the gameplay since that is taken from Deltarune; to iterate on it would just be seeing DR's strengths/weaknesses and taking notes. Patterns are fair, though the myturn guy predicts your movement a bit too much. The strength as people said before is the aesthetics - palette shows a lot of self restraint, and each area is clearly defined with a range of hues (golden area vs blue area) which makes the contrast feel so strong. The palette feels inherently nostalgic because it resembles older games. The high saturation is used very sparingly to bring attention to important setpieces like the giant pile of bodies and the blood on the walls, which all contributes to world building and intrigue. Also, good separation between background and foreground even without the use of tilemap-like sprites. Perhaps the player character could use some more separation from the world, but everything is still pretty easy to read, not cluttered. Would love to see more of the mysterious setting.