Pretty neat game! Has some interesting and impressive old-school presentation and gameplay that, while simple and not very long, does have some decent strategy to it in the character classes. In my warrior run, the strategy just involved whittling the enemy down while timing my blocks. However, in my witch run, it was more about trying to utilize the magic wand as little as possible so I could save it up to burn the ogre boss down at the end (since I had no defenses).
While I had fun on my runs, and I do think there is some strategy, I do still feel like the gameplay is a bit shallow with very few decisions to make, and I'm a little bit worried that it's too overly reliant on RNG. I feel like the only reason I was able to make some runs work is completely down to whether I got some drops I needed from chests, and whether I didn't get overly unlucky from potions. I always prefer games to be more skill-based than luck-based, and this felt a bit more on the luck side, unfortunately. Perhaps there is some systems in that try to always give you the items you need? It's difficult to tell though because it can be tricky to tell what an item even is, since you don't get any descriptions or names when they drop from chests.
There are some elements to the HUD that are a bit confusing to parse, especially because of all the blur and scanlines making things difficult to read. For example, I had no idea there was a turn counter for the enemies because it's so tiny, dark, and crammed in the corner: something that strategically important should really be made more prominent, I think.