Below is a direct copy from my post at RPG Maker Forums on what features are and what aren't implemented.
What is done for the IGMC18 version
- The town menu is working finely. It is about the first thing the player sees (after the introduction of course) so I took some extra care in it.
- Some town NPCs may have generic dialogue, I'll be tweaking it up to the last minute though.
- The first two dungeons are done, but not in 3D as I originally envisioned. I had some problems doing it naturally in Pixi.JS projection plugin, so I'm leaving that for the future. Punamaagi helped me by adding some final decorations on those dungeons, too. That sort of "filler content" isn't my forte, but I recognize it being important sometimes.
- The game comes in three difficulty settings. Casual mode is for newbies in the genre, basically what you'd call "Story Mode". There's Normal (that is still easier than dungeon crawlers usually are) and then there's Veteran which plays by the normal rules.
- The player can select from five different classes for the two main characters. They have their own skills, which should work as intended.
- You can recruit more characters in the Adventurer's Guild after completing the first main quest. These adventurers are male and female variants of each class, and they have randomly generated (proper English, too) names!
- The game has 25 music tracks, most not so commonly used (except for two, they're all from paid DLC packs)
What will be done after judging
- I'm going to revise the class selection screens. Right now they don't show classes innate abilities (the Thief class, for example, gets a bonus to critical hit chance and has a lower chance of being targeted). I'm also going to remove a few details that I find insignificant. They're in embedded pictures, so fixing them takes some time.
- I had planned (and somewhat mapped, too) a third dungeon. It was the first multi-level dungeon in the game, too. Too bad it didn't fit in because of time constraints.
- I'm going to continue the main quest.
- The skills use stock battle animations, I'm going to fix that sometime.
- I'm not happy with the current battle flow, so I'm going to spend some time tweaking it further. One thing I want to do is to change the commands to use icons instead of text, and add help windows for them.
- Battle balance. Cramming the last few days for combat wasn't the best of ideas, but...
- Once the game gets more content, it will eventually need more music as well. I still have loads of music from DLC packs, so I'm going to dig some good ones for the game.
- A custom Title Screen would be nice.
- Finally get rid of the default game font and use my own. This means, of course, that I have to go through all dialogue and descriptions... again. But it will be worth it, I hope.
- More equipment will be added. I have two slots for accessories for each character, but not that many accessories to speak of! That will be fixed.
- I'm going to re-organize the common events and database in general some day. Doing it now would only mean that the game would be broken right away, so I'm leaving that for the judging period (where we can't upload new versions of the game anyway)
- More classes, maybe? I've set up the system for a total of 15 classes, maybe I won't be using them all but I'll probably create more than the current five.
What will be done sometime in the future
- Proper 3D dungeons. Whether it will be by implementing FPLE plugin or by my own coding, we will see.
- Minimap for said dungeons. Because once the dungeons become bigger and more complex, getting lost might happen far easier than right now.
- A system for upgrading weapons. I'm thinking of a system similar to a game I recently played where you randomly gain upgraded versions of gear you have equipped. I hope I can manage that with the plugins I'm currently using.
- More dungeons, of course! What's a dungeon crawler without dungeons...
- More main quests.
- Side quests in form of Guildhouse quests which give onetime bonuses (in form of titles, which I will probably add as an unequippable item that is forced on the heroes) and then there's the common Tasks (think of them as repeatable quests, basically another way to grind XP and money).