Finished it with 20 hours logged on the save game, hardest difficulty, suffered only one knockout (that nerve-wracking second barbarian fight in the arena). Marvellous little game, basically a better Blackguards 1 with similar qualities (set team, heavily combat focussed, linear "acts" with a flexible encounter structure), but with more optional battles and more enemy variety.
I found the writing very charming, both despite and because of the weird translation. The game was also pretty funny; humor is exceptionally subjective, but I found it funnier than Frayed Knights.
The rule system is quite neat and has lots of trade-offs; as I see it, Warriors should take some combination on Spd, Dex, Con, and a little Str, Rangers take Dex, Spd, Con, and a tiny bit of Int, Priests take Dex, Spd, Con and a medium amount of Int in some combination I haven't figured out yet, and Wizards mostly take Int and Con, with a medium amount of Dex and a bit of Spd. There are a lot of interrelations, and it's hard to find the "best" stat to increase at any given level. The various mechanics are well explained, and the help screen is concise and actually helpful; help screen enthusiats will not be disappointed.
You can invest in a healthy selection of special abilities, which caused me all sorts of math-y agonizing towards the endgame. At least on the highest difficulty, it seems totally possible to spec your character into an impossible direction, especially your wizard, whose spells strongly vary in utility based on what you're fighting. I min-maxed a lot, but I was still sweating bullets in a few of the later battles. There is a "full respec" option in the options, but it's explicitly marked as a cheat...
Graphically, it reminds me of a more primitive version of Anachronox, maybe because one of the dwarves looks like Grumpos. The credits list a bunch of Unity Asset Store creators, but the designer did a good job making each environment look coherent; you don't look at the assets in the scene, and think "these were obviously made by five different people!" It's good enough, I think.
The adventure elements were indeed pretty light; they were a pleasant diversion between battles, but it was generally perfectly obvious what to do. By contrast, the battles became increasingly puzzly as the game progressed; in one battle I had to let a monster attack an otherwise unbeatable enemy to reduce his damage resistance, another could only be beaten by resting during combat, another required me to remove most of my equipment... I really liked these encounters, and there was a lot of variety to them in the endgame.
Overall, an easy recommendation and one of the best games of last year.