First I want to say that I wanted to like this. Unfortunately, wasting time, in itself, doesn't help a game's rating.
The combat is boring. All it boils down to is first the player does damage, the enemies do damage, player heals, the enemies do damage again, then the player kills them. Status effects, unique abilities and events, and--given that Initiative, character turn speed, charge time, or something to that effect is absent--the option to pick which character's turn to use first, second then third would all have given it life and color(the kind felt, not seen). The option to flee would have been a very welcome feature as every battle instance the player is thrown into are completely unavoidable, which makes the simple act of advancing and exploring annoying, irritating, and tedious.
The story is absent to the point where it's simply part of the backdrop. The dialogue between the characters in scenes is predictable and awkwardly written. The design of the characters is tasteful, but everything else is bland. Even the music rhythmically drones on in a way that is detrimental to the experience--it further bores the listener and causes them to "tune out". The worst part is the piece with the drums, and that says plenty.
Gold is not only completely useless, but as the player continues to purchase equipment, the prices climb up insultingly high, to the point where it'd be better to forego it altogether. Worse, when one purchase of one item is made, the price for the next piece and EVERY other piece not yet purchased nearly doubles. Experience spent on stats also raises the price by an insane amount. I remember purchasing some armor for Meadow at about 200g. Once I've finished purchasing armor for the other two and increased my stats, when I reached the next shop, the price for her next armor was way out of my range, approximately 5,000 maybe more.
The menu selection in combat could easily have been provided key bindings(mainly numbers) as an alternative to the mouse. There are no resting points, but of course that begrudgingly makes sense since the characters are walking through an untamed forest where there are unlikely to be any businessmen(namely innkeepers, campers and the like who will offer rest in exchange for gold) other than the one trader following you around peddling his petty wares while raising the prices exorbitantly high because he thinks you wouldn't notice.
The only indisputable merit is the character art, and even then, two of them look like they got way more attention than the one. WIlliam Penterghast's Exp menu portrait could certainly use a bit more work. It's the Exp menu portraits of the other two that really pop out. While effort was clearly made in making the enemies unique visually, nothing else set them apart from each other. All they do is attack, and even that's not unique between them--the animated sprites just flash white and the character attacked takes damage.
There is potential in this setting, characters etc. for an engaging story told in a fun game. I would like to see it make a comeback in another project. Pact, however, while definitely useful as a waste timer, is not very fun while it does, and isn't engaging at all.