ok sorry about the lateness of this reply I've been rather busy with my own writing
First of all while you seem to have put a lot of effort into getting hold of artwork and writing flavour texts, your game mechanics are lacking - I don't mean to say that they are overly simple, I mean to say that a lot of things (example: how attacking works) are completely missing.
Now you do have some working mechanics there (many of which I'm flattered to see are copied from your experiences of playing the basic MortiS Quest 'demo' on Day of the Damned) but none of them are linked into a system - it's like several cog-wheels in an unfinished clock that spin freely but are not connected to anything.
for instance you explain the difference between the situations you need to be in to make a ranged or close combat attack, but you don't explain how the attack itself works or what dice are rolled (although I assume the 'Yes/no' dice are used in a similar way to HeroQuest Combat Dice - the Yes being Skulls and the No being Shields?)
You also explain that D6 are used for moment, but do not clarify how movement works in relation to the grid or other miniatures (eg can you more diagonally? Can you move into the same square as another miniature )
the only fully working mechanic you seem to have down is the traps, which again I'm flattered to see are based on the traps you faced in the MortiS Quest demo
Until you have some more solid rules and stats with which to use the rules I'm afraid no-one will be able to play test the game
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~