This one was pretty neat, definitely feels like a dungeon crawler from the 90's. Almost reminds me of Stonekeep visually but with MS Paint sprites. Which is no bad thing.
The opening cutscene was nice and really conveyed how gloamy Gloaminghold is.
The combat for the most part worked quite well, there was some hit feedback on the enemies and the little slash effect was neat. Though I found cases where enemies would hit me even when around corners or 2 or more tiles away from me. I assume the damage is just tied to an enemy playing the attack animation? I was also able to cheese the enemies by attacking them through doors, in fact I accidentally killed the final boss this way lol. I saw this red blobby thing on the other side of a door and thought "Oh neat a new enemy type like the rat in the sewer level!" So I attacked it several times and when I saw the cutscene I just thought "Ah crap, I barely even explored this level". The ending was a bit anti-climactic that way but I liked the art in the cutscene!
The visuals were good, the lighting in the 3d level was very atmospheric, and the paint sprites felt very "bedroom-programmer" and retro. The levels were all unique in their own way which was cool, and the fact that there's multiple levels alone is a feat imo!
Beyond that, I ran into a bug where opening the map while the inventory is open leaves the inventory UI over the map. Which left me unable to close the map because the inventory was blocking it, and unable to close the inventory because when I clicked the close button it would register it as entering a location on the map. So I had to restart after that.
I do have a few QOL suggestions if you plan on updating this post-jam. It would be great if I could quickly pick up items by just dropping them either on the player profile picture or the inventory icon, rather than manually open the inventory and place the item. And adding functionality to allow the player to swap items in the inventory would be nice, or allow potions to be consumed in inventory. Because its a little bit tedious to manually remove an equipped item, and then move the other item into the hand slot each time.
I think it would be nice to add some tooltips showing the different item stats, as I could only guess the axe did more damage than the sword or dagger but never got a handle on how much better.
I think it would also be helpful to make keys disappear when used. Because they all have the same sprite but work on different locks. So I'd either get confused by which one was needed when I kept them in my inventory, or I'd drop the key by it's corresponding lock, but then because I wasn't always easily able to tell where I was I would keep thinking "Oh there's a new key! Oh, wait...". As an idiot I would appreciate the addition lol.
Overall though I really liked this one stylistically, and I loved the automap and ability to take notes on it.
Great work!