Paradox
Thanks! I'm going to make the proof of concept demo public. It's quite playable already, but the main issue is a lack of content - it doesn't give a good idea how anything past a single battle would play, and the game is supposed to be much more than that. Still, it might be a good idea to get incremental feedback so I might change my mind, but at bare minimum I need enough of a basic level to have a tutorial explaining how to play.
As for the floor, I did add the checkerboard texture in the most recent gifs on page 2, I'm not sure if you saw them. In retrospect, I should have added it before making those first gifs.
There is going to be lots more stuff in the levels, but I've actually already got holes in the floor implemented:
Hitting an enemy into a pit instantly defeats them, but enemies can hit player characters into them too, and if I can figure out how to code it, the more intelligent ones will try to do so intentionally. This gif also shows how aim is important, or you can blast an enemy straight over the pit entirely.
Player characters and some bosses have warp crystals to protect against threats like these. Warp crystals can be used once and automatically teleport the unit back to the spot they last executed a command, make them invincible for short time and might restore a little HP and SP, as shown here with a new enemy: the wizard slime, which shoots magic bolts and explosion spells.
Some enemies can't be hit into pits, mainly the ones that fly.
As for party size, most of the game is designed for two characters with an occasional third joining in. The reason for that is because of how all the action happens simultaneously - it would just be too much to keep track of at once with any more.