I like the cute show text busts. I think the music is good but there are times when one track is significantly louder than the last one. For example the opening music in the first scene going into the battle music is just like WHAM! Battle time. Good battle music, but super loud transition.
I like that you made an attempt at a slow time based event like the farm.
The battle system is a hot mess. Your basic attacks are AoEs and your skills are single target moves for the most part, but you get attacked by very large groups. The first time I was attacked by 7 Mushrooms. I think you should make the basic attacks more basic and add low cost skills to achieve what the basic attacks currently do.
They also use moves that inflict status ailments on the whole party, which is just rough for the first fight. I wouldn't make the status effect moves also hit the whole party.
The move that calls a weird show text animation thing and confuses the enemy is pretty cool, but it should be used in a storyline fight not a regular battle and it should do more than just add confuse to a single mush.
Some moves are broken. I tried to 'use a potion' which I thought would let me target a party member to use it on after selecting it, but it looks like it was a self use item that also had no effect and no animation. So it was just a waste of a turn completely. Make sure the description on your items matches their effect and when items are self-use only make sure that's evident in the description.
Poison persists through combat, so you have to go to the menu to remove it, but you also setup your items to close the menu after use. Every battle, if you survive, you have to open the menu several times to remove all the poisons and status effects. This is a very poor design. Make status elements leave upon ending battle.
There could be battle backgrounds, that doesn't take too much effort to put in.
Why is the basic attack so weird? The darkness based character's basic attack hits like 8 times but deals zero damage to everything. It's so slow and boring.
The descriptions on items don't match their effects in some cases.
The encounter rate feels super high and the battles feel very long because the enemies have too much HP.
When you get into the cave the game gets soo dark you can't even see what you're doing. Add some torches on the wall and a light radius around the player, you can add a lighting plugin and make the storyline make sense with relative ease. That way the gameplay won't suffer the way it does now.
Also the music completely stops and all you get is dark screen and a dripping water BGS. If you want a moment of silence you can add that with a parallel event wait x number of frames then change BGM then flip switch to turn itself off.
The numbers are soo far off balance and the game is almost unplayable. The cave enemies take 0 damage from almost every move in the game including the damaging consumable items, and you slowly wedel them down only to have them heal for 800 life. That is absolutely infuriating and no enemy should react this way, especially not a random encounter. So many zeros popup up during combat that I thought the game was trying to tell me something in binary.
Overall, there is just soo much wrong with this game that it's absolutely painful to play.
However, there was effort made and hopefully something can be learned from this whole experience going into the future. Thanks for participating in the game jam. I hope that you've obtained some more experience in this whole process and payed attention to what works and what doesn't. Good luck on the next one.