Since the game is in early development, there's bound to be some rough areas, so don't get discouraged by my feedback! It isn't meant as an insult towards you, but rather as constructive criticism on areas that might need polish. It's really cool you got it this far, and it'd be a real shame not to take it farther still!
Also, disclaimer: I only played once and never made it out of the cave.
Hard to tell what was going on during the combat screen.
5 dudes attacked me (I think?), I killed two (I think?) and the battle ended. What happened to the other three?
(Upon further playing, I realized that the other characters were my own team. Was kinda hard to tell initially. How about putting ally healthbars in green, while leaving enemy healthbars in red? Also having small text of the teammate's name over their heads would help. Just their short name ("John") without the class (not "John the Wizard" when over their head in combat)).
My spells - I need to be able to see them outside of combat, with descriptions.
In combat, I need tooltips to tell me which is which.
The warrior I had on my team wasn't able to attack bats, it seemed. But the mage was able to with his melee?
The mage seemed to get to go twice in one turn, but I might be confused.
In combat against three bats, the mage died, and then the warrior wasn't able to hurt any of the bats, so he died also.
Further, after the mage was dead, the mages "turn" kept coming up anyway, but using a spell
When exploring, the message "Spell gained" showed in the console - I needs to show in the game itself. Once gained, I had no idea of knowing what was gained.
Error in console output: "Failed to load image './Files/Textures/Map_Grid.png'"
When choosing starting stats, I wasn't aware of what all the stats did, or which ones are most important to my chosen class.
Specifically, I wasn't aware of what 'round time' attribute was. Action bar recharge speed?
I could accidentally finish with a character without all ten attribute points being invested.
When stepping over barrels, a number would show on the console ("37", "90", etc...), but I had no idea what that meant. At first I assumed it was gold, but I wasn't actually gaining any gold. (My gold stayed at "Gold = 10" after getting the barrels)
Also, only the first chest seemed to give me anything. The rest didn't give me anything. If they were empty, I need to be informed of that.
Polishing what you have very thoroughly (not the graphics, but polish first the gameplay. Graphics can be improved much later in development).
Adding additional gameplay features before creating new content (content = enemies, areas, etc... while features = game mechanics).
More tooltip text on mouse-hover explaining things
More indicators to draw your attention to where your attention needs to be.
I enjoyed the combat system, once I get over the initial confusion. It needs additional interaction I think! Maybe some kind of actiontest for melee attacks and magic attacks that help decide how much damage it does. But that's my personal taste.
What is the primary mechanics of your game?
Combat - so improve combat as much as possible. Expand it with loads of features, then refine it and get rid of any features that weigh it down or water it down.
Exploration - so improve exploration as much as possible. Streamline it and make it interesting.
Enhance gameplay before expanding content, because content needs to be shaped to gameplay and if the content is created before the gameplay is almost finalized, then most of the content will need to be scrapped and remade anyway.