Game didn't really indicate at first that the experience and gold were pooled. I didn't have a problem with that but it meant that I didn't really upgrade as effectively. Then again, that wasn't much needed. After the first couple of damage upgrades for each character I pretty much never used mana and never got hit again. I did early grinding against the starting goblins... that actually made me overpowered... I know the first goblin groups have 4 hit points. I have no idea what any other enemy has, because I was never in a position to where I didn't kill them in one hit. In fact if all upgrades are sunk into damage, you never need to upgrade anything else. The lack of a final boss, though explained in the story, means that there was no final confrontation to prepare for that would punish me for not creating a well balanced team. Heck, I never even used any of the items that I found.
Gold and EXP function to basically increase your stats. EXP can affect the stat directly, whereas with gold, you buy new items that increase the same stats that you can affect with EXP. If you're trying to speed through for sake of seeing the story as quickly as possible, first know that the enemies pop up very, very often. This pads the length of maps that otherwise aren't that large. That's fine, though, because this RPG is mostly about the story, not the gameplay. Still, for me, I concentrated on damage-dealing. Basic melee attacks serve fine for whatever enemies you run across. I did some grinding but not so much I didn't still finish the game quickly. Start off in the early going by using gold to increase stats. Gold and EXP increase the same stats, and every time you upgrade stats with EXP the price to increase the stat with gold increases almost exponentially. Save the EXP and upgrade damage with gold until you reach a point that you couldn't conceivably increase their output without grinding for days (which is very much not necessary for this game). After that, don't worry about gold anymore and switch over to using EXP to increase damage. You should be at 35 damage at no time and that's pretty much good enough to one hit any enemy you run across. There is really no strategy you need when you're overpowered.
Enemy design was good; I liked that most enemy types had some minor variation to them to keep it from seeing exactly the same type of enemy every single time. Some notable exceptions include the troll, the demon elf woman, and the rat soldiers. Most of the time, though, enemies of the same type will either carry different weapons, have a slightly different attire, or a different hairstyle. I appreciated that as it's so very rare in RPGs. Other games could do it, they simply choose not to. Considering that the emphasis here is, as stated, on the story, that was a nice touch.
Music was fitting, although the soundtrack was limited. And once you one hit enemies you're not hearing much of that battle music anymore.
Some item discovery, but mostly in the form of "Who gets a stat upgrade?" A few times I got an upgrade for the entire party, but I didn't really earn it. I just walked and serendipitously tripped over a power upgrade. The experience is around the story but even so, make me work for something occasionally.
Story itself was a good start... it seemed more like a teaser for the continuing adventures of a new group of heroes. Of course, they were simply contracted for a job and probably will never see each other again. Shame.
I didn't encounter any glitches and the game always did what I wanted it to do. I would say that maybe adding a "back" function to cancel the attack command would be useful if you make more such games and make them more detailed and strategic. The player may otherwise be locked into a misclick when they intended to use mana.
I'd also make their skills more unique and varied. Amerwyn had extra defense, Will had gold-stealing, and Meadow has healing, but other than that they all have the same "attack for double damage" thing.
Amerwyn's extra defense would be worthwhile to come with something to bait enemies into attacking her to take the burden off of her fellows. If the enemy randomly chooses never to attack her, that is wasted mana.
Meanwhile Will feels more like an assassin than a thief, despite his occupational descriptor, given his penchant for critical hit damage. While he can steal gold, that quickly becomes a useless skill because he never steals enough to make it worth wasting a turn and mana trying to build eight kajillion gold for the next gear upgrade. The throwing knife is 2 mana for a chance at double damage, or the player can pay 5 mana for the guarantee of double damage, but aside from the fact that it is actually incredibly easy to get Will to the point of not needing to use mana at all, it seemed like a weird trade to actually ask. I'd have given him a thief attack that nullifies a target's turn without actually damaging it. That would be a fair trade.
Meadow, meanwhile, can heal her party... but honestly healing items were so easy to come by I was swimming in them. This might not be an issue in another game but here it was simply an option I never had to use.
Good game. Not great, but I don't think it was meant to be. This was like an advertisement for another installment, I feel like. In that sense, it did well, but enemy encounter rates were so ridiculously broken for game padding length that I have to knock some points for that. If you're making a short game, telling a short story, don't be afraid to just make the experience short. Length for length's sake is an annoying trend in game design that needs to end.