I couldn't get any of the keys to the 2 doors after the camp, there's a door in the beginning that I practically never managed to open (it's physically stuck) so I've been wondering whether one is there. Given I'm dumb I might totally have simply missed one on my path (or a hidden door).
Perspective and movement feel good and I really like that you've got some RPG dungeon mechanics with stat checks to pick doors, check for and disarm traps, this enhances the RPG feeling of a game a ton, I love that. Besides I like what I've seen of the dungeon including the checks, then, but also a compact place with connections and locked doors rather than long corridors. The starving loop (although it doesn't matter here, and rightfully so as you can't get your bar back up) is interesting, I enjoyed hunting lonely monsters but fleeing at all cost when there are too many. That enemies eventually leave reinforce the hunting theme, it's a very appropriate feature. Combat system is good, Hiding in shadow then backstabbing sure immediately tickles the D&D nostalgia, as someone who likes when thieves are doing just that while the warriors are only attacking (instead of every character feeling like a mage in practice) I like where this is going.
Movement is slow on my rig, no idea if it's the normal speed of performance issue, in the former case then it's slower than I prefer.
It's too bad consumables don't work as otherwise the game would be well balanced which is something I appreciate. There's a bug when choosing commands in combat the dead characters are (sometimes?) not ignored (if I have two dead characters the 2 first characters overall play, nevermind who's dead).
Thanks for sharing!