Thank you Rj! I'm trying very hard to make "pretty and a fun time" everything that this game is about.
I really like the game art idea, to put everything in a triangle grid. I have to admit, my first thought was to copy the concept.

Also the story, the animations and the game goal (2h for complete game) sounds very promising! I see myself playing different RPGs and at a certain point I spend hours searching THIS ONE perfect fitting green arm guard to complete my armour and I use the same spells since I reached Level 20, because they are the best™ and I all do is to upgrade them (or some attributes, which makes them better). It would be cool to test some different strategies just for the lulz. Some spells, which may appear useless, but even if I fail with them, I loose only 30 minutes play time.

So I am REALLY looking forward to a playable game!
What are you using to make it?
Will you make a Linux release?
What is your target resolution, do you think, it could run at 800x480?
Greetings,
Ziz
I certainly don't have a monopoly on Trixel Art! If you want to get started, I recommend the Hexels editor. It's what I use.
Yes! Having attempts based entirely on experimentation is definitely something I want to be a big thing in the game for sure, which I hope to accommodate this by having many skills net together in interesting ways (Such as using a Mage's "prediction" or "misdirection" spell to funnel or correctly estimate an attack for the Warrior to block.) The last thing I want is for Tower of the Moon to be a game where you grind or constantly repeat the same methods. I am warmed that you are looking so forward to it!
To answer your questions: I am using Unity to make it (and Hexels Pro to make most of the sprites).
I don't use Linux personally, but I will certainly make a Linux release a goal of mine.
It will be fine to run at 800 x 480, though I will be mostly designing it for larger resolutions. I shouldn't have a problem accommodating smaller ones as well, however.
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In other news,

The skills are placeholders (a lot of stuff still is!) but here is a working skill system!
It reuses a lot of the code for Attacking / using an Item except that targeting is dynamic. Skills also keep track of their uses, have a cost in gold to use, that sort of thing.
Looking forward to when the stuff I show off here doesn’t reuse the exact same Monster - Character Sprite - Background, but I’m still getting basic functionality down!