>>724606071 (OP)
>check out Wizardry
That doesn't look like Wizardry to me.
>>724611965
Looks pretty neat. Is the flashlight a mechanic or just something for aesthetic? I could easily see it being useful (or even necessary) in darker corridors, where moving the mouse moves around the lighted spot.
I feel like the combat HUD doesn't stand out enough. It was hard to read, and I didn't even notice the "Run Away" bit until I paused and spent a minute looking over everything. They look the same shades and colors of the background elements. Could they be whiter or a pale white, kind of like the skulls in the symbols? Maybe just have the highlighted choice be whiter or have some sort of ghost "aura" around it, to highlight it? That might also work better with selecting a character or enemy, as opposed to a health bar in between two enemies that's a bit unclear.
>what's something you'd really like seeing in a crawler nowadays?
Retreating / running away, especially if you're doing some horror game with random fights. Wizardry games generally had the party move several tiles in a random direction when they flee, and that could be fun if you're talking about a game where you have to watch your steps, and end up in a random tile in a room.