The graphics seemed nice, even though the wall textures were limited and overall it lacked a bit of variety. The monsters were self-consistent in themselves but graphically being 2D black and red sprites, they weren't in keeping with the rest of the game which was nicely 3D and had some color differences. Font was OK - Did you create it yourself.
Movement and camera angles were good, although no freelook. Controls were .... infuriating. Pretty much every game on the planet uses A/D to strafe and Q/E to rotate. Why go against everyone's muscle memory? Is there a reason why you went with this, like it's default in some classic Dungeon Crawler that we haven't played?
User Interface was nice and clean, and self-consistent. The 10 inventory slots that you could use with the number keys were easy to use and understand. The tooltips showing the item's stats were great. The idea that you could only use something a certain number of times with the Durability (or even the key) was a nice way to do it.
Chests looked great and opened nicely and presented you the item for your inventory. Until you could only chose 1 of 3? If we've opened a chest, we want the whole loot. It's not Trick Or Treat and we're saving something for the next visitor! It's interesting in some ways because it is a choice and a decision the player can make, and possibly on replays you might chose a different path, but it wasn't what we were expecting when we opened it.
It wasn't clear what our max health was (we think 100), you just knew what your current health was. For the enemies you had no idea how much health they had so you couldn't make an informed decision about whether they were about to die and you could get away with a sword hit, or if they needed a mega-wallop from the hammer, reducing it's durability. You could see damage being done and received and the feedback was good there but without enemy health numbers there was no context to understand what effect the numbers were having.
Enemies seemed to spawn (and re-spawn) at random, which discourages you from exploring as you may randomly be attack at all times, even after you think you've cleared an area. We forgot/missed the 'F' to parry so we don't know how good that might of been. We partly forgot we think because 'F' was also used to interact with chests. You could have made the left mouse button be the attack and the right mouse button be parry, especially since there was no freelook. There was no chance to retreat and you couldn't see them coming so it was hard to prepare for combat.
The destructible walls, using the hammer (at the expense of its durability), was a great addition. It was clear where it was breakable and it was satisfying to break it. It kind of felt like you should have to hit it twice though as the hole wasn't big enough to walk though , but you could walk through it anyway, which was slightly immersion breaking. The graphics for before and after for the break in the wall were very good and completely consistent with the surrounding textures and artwork.
We only played for about 10-15 minutes in the end because the random combat encounters were so brutal we just died before we felt we had a chance to get any further, even using up all our hammer hits. If this had been easier, or you respawned close to where you died, and not at the beginning again, we may have played for longer.
Really nice game overall. Simple but effective graphics and bug free. Not too many puzzle mechanics (maybe there were later on) but those that were there were well done. It's just a shame the combat was too difficult for us to play and didn't make us want to replay. Well done with your jam entry!