Great game in general has some major balance issues with the different possible player classes.
https://imgur.com/a/E6t2AMx
Played through it until near the end enough times to review the classes a bit. Only time I finished it, well...you can see from those stats what the biggest issue is. (X/5 where 5 is ideal balance, over 5 is too strong and less than 5 is too weak).
Monk (8/5) - This class is alright to slightly weak until it gets Phase Shift; at which point it becomes overpowered, doing around five attack turns in a row is likely to end an encounter once cast with full 3 charges.
Druid (5/5) - Early on has some MP issues and it can have a bit of frailty issues, though the summons more than make up for the frailty and the summons have some real action economy help (effectively extra party member once cast). Feenix proved to be key towards the end, with a combo of auto-reraise and effect like Knight's Rally for the last floor's encounters.
Lich (5/5) - Drain/Draintu really helps their survivability and they have an ideal balance of magic with HP/bulk. Icetu guarantees a defense debuff. Great spellsword.
Knight (4/5) - Rally is great and its stats are decently bulky. Whirlwind is marginally better than attack in theory, but the randomness isn't worth it except when only one enemy.
Cleric (4/5) - Better choice for Brick than the default Terra as the high strength makes him a defacto paladin who can heal or banish when necessary, but whose attack action doesn't suck. Only class that gets Revive without finding a Revive Ring, which combined with Barrier/BarrierAll strongly helps with survivability.
Rogue (3/5) - Caltrops debuffing all foe's speed is nice. Spy is the only way to see weaknesses and resistances, though it's usually not worth the turn to use it. The rest of its set is better done by another class.
Mimic (3/5) - Once you've learned the spells they are fairly decent; the early "Trick Treat" functioning as a CureAll and stampede debuffing all foe's defense are nice; but, learning the spells is a liability and they feel weaker than more normal casters overall. Warp (increase turn rate of target ally) is their best unique spell. Bit of a fun factor and help in future runs by more clearly exploring enemy spells, as well. (Would be 4/5 if it wasn't for the liability of wasting turns to learn spells).
Mage (2/5) - Too frail to live. Needs a knight that uses their protect ability and/or a cleric using barrier to keep it up. High DPS/frail, given the nature of this game the frailty just isn't worth it. Unique spells in Firetu and Arcane are neat, but ultimately the hybrid lich is far better.
Enchanter (1/5) - Extreme action economy issues. Enchanting buffs the attack of itself or another unit, but it falls into the same issue as True Strike in D&D, attacking now to gang up on one of the four enemies and reduce their numbers is better than maybe doing more damage later AND it's one enchant at a time
Other notes:
Bosses are a pushover compared to normal encounters, combination of having a full heal right before them so you can use all available buff/debuffs that cost MP to help and action economy (four enemies can gang up on one of your four party members and KO it in a turn if you're unlucky while a boss can't do that.)
No idea what the Lucky Doubloon does, but it seemed to help . . . Crit Rate? More stats on levelup? Really should say something a bit more clear.
Similarly I equipped the rusty pitchfork for awhile but ended up trashing it, couldn't figure out what its secret is if any. A greater hint than hidden power would be nice.
RNG is a little too heavy, just as likely to get the best weapons/badges in the game on the first floor as any other treasure encounter and may finish the game without seeing them at all. (No Aegis or Platinum sword at all in my win, previous run had two Platinum Swords on the first floor).