Thanks for playing! I know the feeling of getting super busy unexpectedly, it can be pretty stressful.
I'm assuming you didn't read the postmortem- which is fine, it's long as hell and I know you've been busy- so I'll give you the short version here. I started off with a very different project, one much bigger in scope, and realized it wasn't really doable a few weeks into the jam. I hurriedly retooled what I had into something very, very different and of course much smaller. That's where a lot of the weirdness and, yes, flaws come from I think.
In particular the style of combat and the way it's balanced ended up weird.
Magic was always planned to be infinite and recharging, but in the original concept there was a progression to it. You would start off with pretty weak magic and gain stronger attacks over the course of the game. I ended up basically with the attacks I implemented for testing, slightly tweaked, and granted pretty much immediately.
Having limited bullets probably seems odd and kind of pointless as well but again, in the original concept, there was more to it than that. There would have been ammo pickups (these are actually implemented but unused) and I even wanted to have it so you could pick up new weapons.
I am kind of surprised that you found the enemies to be too strong. In testing I found I blew through them easily, and so did most of my friends. That being said most of my friends play a lot of shooters.
I think there is a trick to it which you're missing- which is entirely fair since it's never actually explained in the game itself- and that's how guns and magic are balanced. Enemies have shields and health. Magic is more effective against shields, bullets more effective against health. Take down their shields with the magic, then shoot them.
Is the dialogue box simply boring and uninspiring or does it have legibility issues? The former is something I'll try to improve next time, the latter is something I'll patch ASAP.
I've gone back and forth on the size of the text and the dialogue box itself a lot since Garlic Gang. The problem I've run into is that what works for a 27" monitor doesn't work for a 13" laptop screen and vice versa. Someday I might make it a user-configurable option, or try to do something fancy and adaptive.
As for quality over quantity, well... this is as good as it gets. I did try to polish things up more this time though at the end I was too burned out to get the last few bits in. I know there are some super polished games in this jam and I do find them very impressive. I used to strive for that but it was always a struggle, and over the past few years I've found that I enjoy making weird broken janky shit a lot more. I know this one won't win any awards, but that's not really what I was ever going for.