This started as a quick project back in early 2016 when I was extremely pissed off after visiting a local gamedev party expecting to see something unusual, but the only project that was remotely PC-oriented and didn't look like shovelware was a fucking walking sim. So I took some inspiration from classic dungeon crawlers, whipped together a simple concept that looked doable for a one-man army with zero budget and started pushing whenever I had spare time on my hands.
Overall, I believe that keeping the game short and simple was the right decision for the first project. As I only worked in QA or did sound/localization-related jobs in gamedev before, learning programming along the way brought its own share of problems, but these were eventually sorted out after I decided to rewrite the game from scratch and fix things that were either broken or unstable.
Vector-based style helped a lot in keeping the game unusual enough to catch some eyes and simplify the process for a non-artist, designing the setting around my music style helped a lot and even though I had to cut large parts of the story, I'm satisfied with the final result, even if it ended up somewhat falling into the 'too hard for a cashul, not that complex for a true 'hardcore' gamer' category.
I do have a long list of stuff I'd like to add/change/improve in the next game, so hopefully I'll get to make another one. Hell, I'm eager to start prototyping now, but I'd like to relax and focus more on getting more people to play the game.
Thanks to everyone who provided feedback, shared ideas, etc. Hopefully the final game will surprise you in a good way.