I gave it a try! Yeah, it really is pretty heavy—honestly, performance felt pretty tough on my end, which is a bit of a shame because the core idea is cool.
The 3D artwork looks nice, but since it's a roguelike and the camera seems fixed/unmovable, I wasn't quite sure what the 3D perspective was adding to the gameplay. To put it bluntly, would a 2D approach have worked just as well? Or were you aiming to experiment with AI-generated 3D assets? That's just something I was curious about.
For instance, the market and town backgrounds look great, but how do they tie into the actual gameplay? If they don't serve a specific purpose, it might be worth using lower-poly/simpler environment models to free up memory and system resources for enemy AI and character performance.
Also, having a huge swarm of enemies rush in all at once is exciting, but it felt a bit brutal right at the start. It might feel better if you ease players into it with a gentler learning curve.
The core gameplay loop is definitely fun, though! Keep up the great work!