Brilliant game. That checked every box for us for what a dungeon crawler should be. Multiple characters with inventories, pickups, equip-able items, skills, different attack types, health and mana. You have multiple puzzles, different biomes, verticality, steps (half height - is that legal @Zooperdan? - we don't care, we loved them), secret walls, pressure plates (activated by your character or items), wall buttons, keys, etc. Just excellent!!!
A-D Rotate, Q-E Strafe. OMG, why oh why did you do this? We nearly stopped playing straight away because of this, which would have been a travesty. Please, please, please use the same keys as every other game ever written (apart from this one).
The sound was good, perfect for pickups, combat music, ambient sound, enemy grunts. Very complete and served its purpose well. Feedback from these sounds for all actions was great to have.
The user interface was very good. Nice to have inventories for characters. We weren't sure how the Strength/Dexterity/Body/Mind stats affected things. We also didn't work out what AP stood for. If it's action points, what are they and how do they work? We kept trying to put pickups in the skills slots for some reason (well Dan did). It was nice to be able to see equipped items as green and save you having to create a separate UI for body slots, which was reasonable.
Combat ability slots weren't visible while you were in combat, or maybe if they stayed visible until you clicked a close button. It was off the screen so you couldn't tell what attack you were doing with which character while you were spamming the left click button. The weapons and skills clearly had some effect on combat but there wasn't enough time to make an informed decision about which weapon to use in each situation. Was there an ordering to our team members in terms of who got hit first? It was nice to have multiple enemy and be able to target them individually. The two step was still there though as you danced around doing an attack and then stepping back to avoid being hit and then attacking again. It wasn't clear how many hit points each enemy had in total, or remaining, so you couldn't make a tactical decision to one or the other. Health bars/numbers might have made combat more informed and engaging.
Although the graphics were clearly pixel based, they were very nicely done and self-consistent. The font was simple and used consistently throughout. It would be nice to see a devlog showing what artwork you created with AI and how you did it.
We played for 46 minutes but didn't finish it. We didn't want to stop, we really wanted to finish it but we ran out of time and had to move onto another game. This was a great sign though as had it not been a jam, we would have played it to the end. We did feel a bit lost at the end though so a map may have been good. although with the verticality it may have been hard to present and interpret. Level design overall was very, very good and interesting and engaging. We wanted to explore.
Well done for producing such a great jam game. We absolutely loved it.