Hey,
I'll try to be as constructive as possible. My main impression after playing your game is that you are good artists, but not (yet) good game designers. I think animations in Abyssal Blade are nice and well done, although some of them are still rough sketches. The character/monster/environment designs could be nice too, but overall they are lacking detail.
I believe what you'd need is a more global approach of the game visual design: what visual style are we aiming for, what color palette do we want for which elements, what information must be conveyed to the player. Currently, the game feels like someone pretty much patched up several assets together in Unity.
In my opinion, the first thing you should ask yourselves is: what visual style are we aiming for? Do we want a sleek, detailed style made of shapes and solid colors ala Guacamelee? a highly pixelated, crisp and 'aligned' style ala Crawl? Simple animations made with moving shapes or smooth 'traditional' animations with many frames? A lot of VFX, particles gushing everywhere and post processing or a plainer style, just a few particles for footsteps and sword hit? Block environment made of large tiles, or organic shapes (rocks, cliffs, forests, water...) drawn by hand?
This issue is extremely important, and not only for artists but also game programmers and designers.
After that, your game needs a lot of polish on the gameplay side. It is a hack&slash, which means that smooth and responsive gameplay is critical. There are thousands of games in that genre so maybe you could start by picking a few as sources inspiration? Then, study these games in detail, analyze every frame especially during combat, write down where and which VFX and sound FX are used. I strongly advise you to do that: many would-be game creators (and that's including me) ofter overlook the details in games inner workings because they think having played them and a bit of common sense is enough to do better.
Finally, some important bits:
- scaled up and blurred sprites will ruin any attempt at trying to make your game look professionnal
- same thing for visible seams between tiles, unless it's part of your aesthetics
- everything I've written here is of course not restricted to Abyssal Blade
There are many more things to say about your game or game creation in general, but I can't go on forever
Anyway, I wish the 5 of you good luck and to keep trying and make better and better games. Keep in mind that game creation needs time and commitment. Having done that in 3 months is pretty impressive in my opinion, so there's absolutely no reason to stop now!
Olivier
PS: the 'water stream' VFX rocks, I love it!