I beat the demo
I remember watching gifs and images of this in the /v/ threads and the back and forth walking really caught my attention, so I'm happy to finally give this game a try.
The walk and forth is really a fancy attack cooldown, but it is an intuitive representation while also allowing to do some fancy stuff like "area damage" or the mines that the dinosaur leave after using its special attack. It took me a bit to understand that waiting has its uses but once I did it made some battles much easier.
This game has little rng for damage, so I believe more battle information would be welcome. At one point I knew the dino did 12 damage and the warrior did 18, so I could tell an enemy with 42 HP could be defeated with 2 attacks from the dino and one from the warrior, making calculations easy and fun to do. That information felt hidden most of the time. Even HP information is hidden sometimes.
Speed felt incredibly more important than any other stat. Doing more stuff and earlier than the opponent is a huge advantage. Specially since all other stats felt unimpactful in comparison.
I read on the manual that one of the enemies "always attacks doing backstab damage". I think I haven't seen that during the game, receiving or doing it.
Sometimes I got unlucky and the oponents only bullied Mosca from the start before I could do anything about it. It also happened with the dino. I don't think I lost the warrior even once.
At the moment there is very little to do in the game. You fight, add some stats, maybe some perks and thats it. It makes the game feel repetitive.
The story was misterious, the way it was given didn't feel overwhelming and didn't distract from the action. Though the start was a bit rough with so many new terms flying around and 3 bizarre looking characters (no offense here, an undead warrior armed with copper, a giant fly that is an angel and a dinosaur is not a run of the mill party composition).
I won the last battle without losing a single unit. Maybe because I was lucky and all the damage was done evenly across my units. I think that there is a lot of space for experimentation with the mechanics you have laid down, it will be fun to see where you take the game. Nice work!