Had a TON of fun with this, great job. The world hinted at by the cutscenes, art, and audio make me curious for more. Some of the design choices I appreciated the most were:
- Enemies don't all immediately see you when you go into a room (makes for some tactical maneuvering)
- The way the weapon swings opposite to the mouse
- Equipment doesn't bog you down or keep you reading stats, just pick up the better one and go
Would love to see Enemies be affected by traps :D that would be fun to "entice" them to walk into them.