Well, I misread that as "Elon's Quest" so I'm probably too tired to be reviewing it, but here goes...
Gonna be honest I went in with some trepidation. I loved Magical Girl Priscilla (and I'm kinda disappointed this isn't another game in that series) but couldn't get into Mystic Zealots at all and never tried Divini.
Unfortunately I'm going to have to agree with the other reviewer in general. It's functional, but uninspired. The title screen was really promising; it looks nice and the music has oldschool runescape vibes. The first scene in game, though, almost turned me off entirely, with frankly bad writing and very recognizable music and graphics. As a whole, though, the game falls between those two extremes.The battles are pretty fun. I think they're a bit on the easy side, but I prefer too easy to too difficult in a jam game. They have a solid feel to them, and they're varied enough that they don't get stale. I think if the game were longer I'd like to see more variation in enemies, maybe elemental advantages, that sort of thing, but here it works.
It has some, but not all, of the typical RPG Maker tropes that irk me. It looks like a bog-standard RPG Maker game, which is never a great impression. It avoids tedious random encounters, but has shaky character writing. The world feels dead, with empty, drab dungeons that seem to exist for the sake of having dungeons.
The rock puzzle was fun once, but wore out its welcome quickly. Puzzles are good, but more variety is desperately needed. If I recall, Magical Girl Priscilla had some pretty good puzzles, so a regression is strange to say the least.
There's also a lack of attention to detail- fine for a jam game but I have to mention it. Elora's transformed form looks less powerful than her normal form. Character sprites appear to have equipment the characters don't actually have. Facial expressions don't match emotions. There are a few visual glitches with the maps.
I think where it really falls flat the most is with story and worldbuilding. At first I was willing to forgive a lot of this. It feels in medias res, presumably it ties into Divini which I haven't played and would make sense if I did. I'd still like to see better introductions to the characters regardless, since they seem to come from nowhere, but the lack of worldbuilding past "generic RPG Maker style fantasy setting" is forgivable if it's done in another game.
That is, I was willing to forgive most of this until the "wait for part 2" at the end. If it's kicking off a series, even a side series, it needs to do a much better job of establishing thing. Maybe you don't have to explain everything that's explained in Divini, but it needs at least an idea of what the world looks like, who these characters are and where they came from.
Out of curiosity, how did the jam go for you in terms of implementing what you intended versus leaving stuff on the table? I'm wondering if some of these flaws are borne from time constraints rather than design.