Alright, gave it a proper playtest, here is some feedback:
First thing I noticed was very good ambient sounds and music, along with background textures created a good atmosphere.
Nice change of music and background from peaceful area to hostile dungeon - gives a clear signal that you are in danger zone!
(Though I think the music doesn't change when you run out of health and respawn, just a minor bug)
Some sounds were a bit too loud/jarring - interaction and walk sounds in particular, and maybe a few notes in music. They were mostly ok, but since they are heard often they start to wear on you a bit.
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Nice little story, even a little bit of it can make a big difference. Made the game fit in with the theme better.
Felt a bit difficult to relax and read since the timer was still ticking when in dialogue mode. By the way really liked that you included text speedup with pressing space - very handy for repeated tries. You might want to make it even faster though.
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Nice character designs, liked both the pixel art townsfolk and enemies, and the more detailed main character style.
Noticed that quite a bit of love went into them, as well as backgrounds and various static objects.
Obviously you should choose and stick to one style, or at least one for characters and one for background and static objects.
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Player should really be moving faster in town - feels way too slow. Might be ok if there were a ton of things to do in town, but as it is, it is mostly a transitional space, and feels too long to travel.
Entering and exiting building/area feels a bit jarring. Might want to enter on interaction, not automatically, or add a transition effect (simple fade in/out should be fine). Or both.
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Mixed feelings on combat:
On one hand, actually hitting enemies feels good, nice knockback effect, hurt and death animations.
On the other hand, sword hitbox feels messy, not sure when it is going to register a hit and when not, sword animation so slow it is actually a bit funny.
Also the player hitbox feels messy. Unclear when the player is going to be hit. Being hit having a distinctive sound is nice, but might need to add a visual effect too. And probably make the hitbox a lot more forgiving - make sure the player is damaged only when the enemy is clearly touching him, not before.
Interesting decision to put the attack on H key. Feels like space would have been more comfortable, and something like E or F for interaction (H key makes the player use second hand just for it, and even then the right hand ends up too close to left and too angled to be comfortable).
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Would be nice to have main menu, volume control, game over screen and restart option.
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After something like 7 tries, still haven't found a single rose or coin. Wouldn't want the game to handhold me with something like pointer arrows, but maybe some hints through dialog on where to find the roses would help keep me motivated enough to continue looking.
Maybe I should just keep hacking at enemies, but the combat needs some polish to make me want to go through with it again.
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Keep in mind that view size scales with screen size, so laptop users will have a significantly reduced field of view compared to big monitor users.
Maybe that is why the areas have some weird invisible walls...
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Overall, lots of good content, though might have been better with a bit less, but more polished.
Anyway I'm extremely impressed you managed to do all of it in a weekend with a custom game engine. Very well done. The fact that you have the focus, will, energy and cooperation skills to create something like this shows great potential. Keep on creating, it is a wonderful process that is very rewarding and will teach you many great skills.