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This really reminds me of the older SMT games, both setting-wise with all the demons & gameplay-wise.  I also really appreciated your sense of humor.  And I love the look of a lot of the enemy portraits.

Combat's tough-as-ball's but once you know how it's done it seems fair for the most part, and it's great that you can just restart a battle if you lose. And thinking about it, having your ass handed to you is probably the best way to really teach a player to run away from fights if they're too hard.  I might've just been unlucky, but it took me a lot of tries to capture my first demon for a supposed 50% chance.

However I will beg you for a map--not necessarily a map that shows the entire floor right from the start, but at least one that gets filled out as you progress through the dungeon.  Just something to make navigating a bit easier.  I could take a screenshot of the dungeon layout when I'm getting teleported in but I'd rather not.

And a small nitpick: the camera just seems to be angled down a bit too much.

Here's a video of my playthrough.  I hope it helps!

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>This really reminds me of the older SMT games, both setting-wise with all the demons & gameplay-wise.  I also really appreciated your sense of humor.  And I love the look of a lot of the enemy portraits.

They are a clear inspiration for me.

I'll have to test out the camera angles more to figure out the best way to do it. Even tiny adjustments changes a lot of things with it, so I didn't want to mess with it too much. With the map, I didn't want to add a minimap to make sure the player got lost so they would explore the dungeon as much as they could. It's something I would have to think about since I have no idea how to implement it, but if more people really want an ingame map, then it would be something to heavily consider.

Thank you for the advice and for playing. I'll watch the whole video and take some notes on it.