I really liked this, but I didn't finish the level (not sure if there were multiple?). I had around 30 crystals collected, got to the start of the first purple crystal.
I'm not a huge fan of this aesthetic on a personal level (the eyes kinda freak me out), but I thought it suited the project well, and esp for a low-animation project, the various effects did a good job of making characters feel not stiff.
I liked the music. It was pleasant.
I think the conceit of the game is really well designed and plays well into the theme. I really enjoyed managing my various party members encumbrance vs their combat value in an upcoming fight.
Balance wise: I think the bard should have a slightly stronger attack (as far as I can tell, it's supposed to be the de-facto tank of the party) OR a slightly larger bag. The high AP weak-hitting attack implies that the class should be good at either clearing small mobs or softening up larger mobs that can be almost-one-shot by higher damage classes, but literally the only situation in which this is relevant is bard + archer vs golem, which leaves the bard w/ a single extra 2 dmg attack. And that extra 2 damage attack is irrelevant unless you get yourself into the same bard + archer vs golem situation again on the next 2 turns in a row. If the bard had 3 attack it'd be able to actually care about its 3 AP, otherwise just give it 1 ap and a 6 damage attack to save player clicks. Alternatively, giving the bard the role that the assassin has with a big inventory would make thematic sense (bards are historically utility characters), and make it so the assassin isn't carrying double duty as the party's stronger attacker and also its best loot gobbler.
I also found the game a little too easy, esp the early camps. The fact that the enemies don't really push you at all on a macro level, they have so much less movement than the player, and they can't really threaten big one shots or anything, means that it was fairly easy if a bit slow to just kill enemies one by one and back up and play super safe. I did find that this improved a bit around the start of the first purple crystals as enemies were placed much closer together and covered each other a bit, which I enjoyed.
QoL wise: I would have really really really liked camera WASD controls. Like, to the point where I think if the game had WASD controls I probably would have finished it since it made moving around the edges of the screen so much more tedious. The fact that camera panning was RMB which was also the button to use abilities making me de-select characters to move the camera was not a fun UX thing.
I also think it would have been really nice to have M.O.S.E. move up as I got further up to various crystals so that I didn't have to slog back for my turn ins. I think if there had been some kind of attrition mechanic (a timer/food/enemies spawning/whatever), it would have felt like an additional element of challenge, but as is it just felt like extra walking that I didn't really want to do.
Also I got kinda sad when I read the druid could burn down forests but then I realized it just meant deal damage, not burn down walls :(
All in all though I really enjoyed this one! Probably in my top 3 that I've played so far this jam. (I also really liked the narrative of the corporatist elves invading the forest lol)