It is a nice game and it feels very polished. Not sure how you got time to polish it like this, that usually takes weeks.
The dungeons looked ok and traversed good, but they were not really engaging. This game is 90% about the combat so the dungeon is just a canvas to place it in because of the jam restrictions. However it is a more fair use of the dungeon than other games I have seen in this jam. There is some story sanity revival positions and cats etc. That said I really enjoyed the gameplay combat mechanics, it is a nice game to manage the numbers, and there is a lot of calculations going on once you figure out how the system works. The game got very hard in the end, but then very fast my low tier characters got replaced which evened it out. The final boss was a bit of a anticlimax cause it died way to quickly. I had lots of spare xp but the way back to the assign area was to tedious so I went for the boss anyway. Boss died easier than some of the encounters leading up to it. Maybe have the last room before the boss be an upgrade room. I appreciate the variety of abilities of the characters, it made the thought process wider when thinking up a strategy of how to play. I felt a bit sad for losing some of them in combat. Not sure how I feel about this constant renewal. Think I would prefer to have them fixed and maybe able to revive them instead. Or some way of deliberately swapping them.
The dungeons felt very linear, I didn't have to backtrack anything I just kept going and reached the end. When the enemies attacks the player hp is reduced instantly but before the animation plays out, maybe have this happen at the actual animation hit instead.
Not sure if this was implemented or not but its nice to have different enemy types use a different skill set and having that fixed. It felt like now the skill set was random as well as what sprite showed up for the enemy.
Anyway Nice entry!