Cool idea, Warp, but there were some standout issues that really soured my experience here:
- The constant lag on the map
- Lots of spelling/grammar errors
- Chaotic battle system
If these issues were remedied, I'd enjoy this game a lot more. I'm also a little mixed about the puzzles; while they were not incomprehensible I did have to make some educated guesses to figure out what you wanted me to do. It's fine to make the player think about what they need to do in order to solve the puzzle, but they shouldn't be asking themselves "how do I even get started," especially when on a deadline.
That said, I did enjoy the action sequencing and custom skills. It would have been better to dole those skills out as the characters level up instead of all at once, especially since the battles progress at a rapid pace, but I appreciate that you made them fit your game. Another thing about the battle system: making the basic "attack" command cost mana may be different, but it's not a good different - there are many opportunities for characters to become fully useless before they die and even some cases where a player can become soft locked (like I did). If you do something like this again, you need to account for the possibility that the character can run out of mana.
I may have a bit of an issue with the puzzle presentation, but the overall design of the maps was not a problem; I always knew where to go, barriers and hazards were clear, and enemies walk in predictable routes. It really evoked the feeling of a haunted, monster-infested dungeon.
One side note: It's possible to open the menu during the opening splash screens. You should probably disable menu access and reenable it when the game is fully started in a future update.
This concept of a timed dungeon crawl is neat; it just needs some refinement before it truly shines.
P.S.: Since characters that die stay dead in this game, why not add "permadeath" to the themes you used?