Completed it.
A good game, but Charles, I think that you need to finetune the formula for the sequel.
In the endgame I became much too powerful to my liking. Some elements of the game are very unbalanced.
For example, my rogue with a scythe can use bleed. Bleed is perhaps the most game breaking ability I have seen in an RPG. If I hit the monster with it, it seems to double the damage dealt by my rogue, and not only that but the monster will lose that same amount of hit points at every round. Not only that but if I hit the monster with the bleed option again, the amount of hit points lost by the monster at every round will stack up infinitely. If you keep that ability for the sequel, its efficiency should be toned down dramatically.
This made all the powerful monsters a complete joke to deal with. That, combined with the fact that the wizard's fear/prison abilities were too efficient. It became laughably easy to simply paralyze any powerful monster and none of them could pretty much do anything to oppose me. Monsters, and especially the bosses, should have a lot more resistance to these spells.
The final pieces of loot were largely overpowered too. With the special bow, I had some 1600+ hit points per shot at times. The special armor and sword you got in the hellfire pit boosted the strenght of my fighters way too much.
I think you wanted to make pieces of awesome loot to reward the player for his perseverence and help him in the final battle, but exagerated to some extent. Yes I like having awesome loot, but I also like feeling like I'm always facing impossible odds.
My other main pet peeve with the game is that most areas felt empty and devoid of purpose, and the pacing was awkward on many occasions. Of course I know you're set out to make hommages to Might & Magic, where the story is kept as light as possible, and exploration is the real star. But even the MM games had more elements in the dungeons that helped not to make the exploration too monotonous: funny NPCs, columns/other stuff to inspect that contained information tangentially related to the plot... this just helps to make me care because I am continuously given some sense of purpose and incited to keep going forward. Yes there were some decent/funny encounters but I think there needs to be more meat.
With the last boss, I meet an NPC, and almost immediately get to meet him. Wasn't this a bit too anticlimatic? I would've loved a final dungeon from which I couldn't escape, which would be the ultimate test for my skills. Perhaps it should've went like this: NPC encounter, then the dungeon that was before it, and then the final boss.
In the first village there are many options to deal with the situation at hand, but afterwards the game seems to become much more linear. I would've enjoyed a better sense of freedom, although many of those dungeons were tense and quite good.
I think it's a good game but rough around the edges. It definitely shows a lot of promise. It might look like I'm harping on the negatives but overall I'm quite satisfied of my purchase.
I hope that for the sequel you'll be able to expand the scope, make the pacing better, make better lore, add a bit more life to the dungeons, and most of all, work on balancing the systems you've already set in place.
Other than that, rock on!