Honestly this gameplay was realy fun. I'm going to try to be thorough so here we go.
I think damage and difficulty scaling is the one issue i have here- Conceptually adding in a new room with monsters is fantastic, but since each time you are getting a small amount of souls, the game doesnt feel like its scaling with the enemy difficulty.
I also think it doesnt feel explicitly clear or communicated that some enemies are better at handling some heroes than others- while i feel like an important part of this gaem is try it again with multiple different runs, being able to understand what to use sand why/how is just as important- rather than encouraging the player to just try random things. The biggest reason being you dont want a player who cant fully understand the gameplay to walk away frustrated.
The visuals work really well, i think keeping the art style simple and the enemy designs trimmed down works well. that said, and he're im going to nitpick, the Mixels on the characters during dialogue felt distracting, I would rather see consistency in dialogue, and then in the dungeon, that things be a bit mixed up- the minion feels like he was designed at a different ppi and the lich, and it feels a little jarring when theyre together.
Speaking of when they are together, the dialogue and banter is fantastic and hilarious. I genuinely enjoyed seeing them talk, and their def homie relationship- I want more of that, especially between rounds.
Overall teh gameplay feels really strong conceptually, and the things that i'm nitpicking are because i genuinely enjoyed this and want to see the best version of it- with the fun gameplay and witty dialogue i could see myself buying the full version of this!!!