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What a charming game—from the graphics, battle style, and puzzles to the overall atmosphere it conveys.

I finished it in about two hours (the demo version currently available).

The atmosphere perfectly captures that quality we love in classic RPGs and JRPGs. The battle style—combining enemy graphics with the background—fits together beautifully; it’s simple, with a welcoming color palette. The difficulty and progression feel well-balanced for the game's length.

The puzzles were quite enjoyable—neither too hard nor too easy. For those seeking a greater challenge (like I did), there was an option to tackle an extra puzzle in each of the three areas.

I found the desert boss—which I assume is just one of seven you plan to create—interesting, with a difficulty level that felt right for the moment the player faces it. In my case, I found it easier to defeat the main body first rather than the swords, since the swords respawned so quickly; I’m not sure if that was the intended strategy, but it worked best for me.

When I was ready to move to the next zone, I was so glad I’d saved those two mana potions; they made beating the dragon (I think its actual name was "Bone Wyvern" or something similar) much easier, though perhaps they weren't strictly essential.

As for possible areas for improvement: from what I saw, you intend to implement a fast-travel system between areas and a storage feature for items, given the limited inventory space. I didn't need the storage myself—with six pieces of equipment, I only had four slots left (two for mana potions and two for health restoration), which worked fine for now. However, if you plan to expand the content, it might be good to increase the number of inventory slots the player carries or to move equipment to a separate section. As for the magic spells—another topic entirely—the three available from the start are good. The scanning spell could perhaps be improved by displaying the data on-screen when selecting an enemy; personally, I found the large amount of text confusing. I chose not to use the ability that boosts player speed; I only tried it twice, and both times it increased my speed by one point for four turns—which didn't seem worth it, given that it cost a turn to activate. The other magic ability seems fine as it is; everything remains straightforward so far, maintaining a beautifully simple essence.

Overall, based on what you’ve shown so far, it strikes me as a creative and fun game.