Played it through twice, just to see if there was a secret boss, or the demon's "Big Brother" or "Parents" come out to try avenging their fallen. No such luck.
That said, it was fun, I enjoyed the game.
Music was good, the character looked like a typical D&D nerd, complete with what I assume were glasses, since nobody I know has pure white eyes. That said, becoming the "dungeon master" twice around was pretty amusing way for me to spend some time.
Pros: Upgrades gave the game a sense of progression, which is always a nice touch. Bit by bit, you get the opportunity to try different styles. Not always do you die the way 'demon wants", but that's because enemies can surprise you. this makes upgrades important because there were times I died without thinking I would. One way or another, you get to select a different style each re-spawn (or have it selected for you), so that's something.
Controls were good, responsive and quick. I liked the enemies too, each had a little variation to them, and different attack styles. it was clear they became stronger as their appearances started to change.
Weapons styles were basically "up close" and "ranged", two of the three had balance between them, sword and bow each with their own strength/weaknesses: Bow is hands down the power weapon of the game, hitting several times while making the enemies come to you. Sword is good for hitting a lot of enemies at once, but won't save you from taking damage, so you have to pick your approach carefully. I'll get to traps in a moment, but for now, lets read onto the cons.
Cons: Every time I hit the mouse wheel, the scroll symbol appeared, so that messed with things (page shooting to the bottom of the screen).
Reaching over to tap R was not an option in the middle of combat when you're directionally moving about, or dodging which rendered you momentarily frame-stuck (though in the case of the dodging, this is fine, expected even): so I'm docking half a star for making accessing the R/Wheelbutton attacks, either impractical to use or inaccessible. (Q or E would have been a better choice for the R attack).
Now onto traps. Traps, while clever kinda just felt like more bow, just slower and therefore useless to me. Honestly, in later stages, enemies just blew right through the traps, and swarmed me, no matter how I used traps: my tactics just became run away while shooting traps at them, which is basically the same as bow, a rose by any other name. Disappointment, another half a star off.
Perhaps a magic/confusion ability to make enemies temporarily fight each other, or summon some sort of minions like golems or undead, would have been better than traps. But this is just my thoughts, your options are otherwise limited in a top down stager, and I get that. Something that either hits up close, or far away, what it boils down to.
If we're going to continue down along the path of either up close or far away styles of damaging the enemy, might I suggest constraints to add some illusionary variation for less perceptive player. For example, a warhammer weapon, slower, but does more damage with a nice wide swing. Or throwing daggers, weaker, but much faster than arrows, throwing several at a time in an arc. A spear, has a nice medium range but can only attack in one direction: maybe some projectile deflection with a spin move?
Money pits needed, if you want people to think their gems are worthwhile, maybe give them something they think they want: Armor styles, character customization which can only be accessed through spending 30 gems or more on "progressively cooler" character modifiers. It'll make the value of the money last longer, and death seem like it's more penalizing if the players don't have the money/lose the money they think they need to unlock their "super cool katanas, trenchcoats and hoodies".
So yeah, there you have it 4 out of 5 stars, plus I personally enjoyed it enough to waste more of my time writing this review, so I'm going to fav this game and hope for future content in updates. Maybe a new weapons, or more level variations? Who knows.