The looks brilliant, certainly in terms of system design. How is exploration, in the same top down mode?
I was also wondering about how much content the game offers. From the description, it mentions a sand-box type adventure. I wonder how it compares in length/depth to some of the Gold Box games.
The game has two kinds of maps - the areas you explore, and the zoomed-in combat maps shown in the screen shots posted here. The combat maps have very little detail - open squares, blocked squares, combatants and area effects (e.g. stinking cloud). The world maps are also top-down tile-based, but with slightly better tiles showing settlements, mountains, trees, doors, containers, stairs and so on.
All art consists of small tiles (32x32 up to 64x64 pixels) drawn by me. Most of the tiles are based on better art I have seen elsewhere, but every last pixel is my own work .. and fault. As you can see, art is not my strong point.
I hope that the art is functional and conveys what is happening, but it is left to your imagination to add in the finer points.
As for the amount of content, the game has five hand-crafted quests spanning levels 1-4, and dozens of randomly-generated ones spanning levels 1-30. "Hand-crafted" means I took the time to draw the maps in an editor, and place events, using a process similar to what you would with FRUA. This is time-consuming, and over time I became bored replaying the same quests where I knew what was coming, so I wrote random-generation algorithms for quests and maps.
The game world is a large map filled with randomly-generated islands, each with settlements and quest locations set on them. Quest locations are things like castles, ruins and caves. Random quest types are currently limited to four types: clear the location of bad guys, kill a major bad guy, find a major treasure, or fully explore the map. I am working on adding more quest types - rescues, item retrievals, the usual fare.
All of this randomness means that no two games will be exactly the same. I don't know how to compare the game's length and depth to the classic gold box games, which I hold in high esteem. My game has more content - more classes, spells, items, monsters, quests and maps - but I would never claim to have produced a better game than say, Pools of Radiance or Champions of Krynn. As for depth, until I deliver some lengthier hand-crafted quests, I think the gold box games have more to offer there.