Floors and water can be moved on, while solid is a barrier, though you can climb it outside of battle if you don't mind waiting.
Enemies spawn randomly throughout the world. They tend to cluster together.
As mentioned, this is a movable games screen. However, when an enemy has you in a line of sight (no solids along their path of sight, you and them are both on screen), an engagement begins with all enemies on screen and the world view switches to fixed screens without edge rules.
You always take the first turn. Enemies will then each take their turn in order based on whoever is closest first, and continuing like that.
On your turn you can do various actions, which consume AP:
Move, or hop down from solids.
Move onto solids (this consumes a lot of AP)
Do melee attacks if you're adjacent to an enemy by walking into them.
Do magic attacks. These have different requirements.
Push single solids around (they're basically boulders). They can continue to be moved after this is no longer true since they turn circular when moving them.
You can also move *after* attacking and this may be useful tactically.
End your turn.
Enemy Turn
Enemies will also consume AP and the actions they prioritize (and why) varies procedurally.
If they deal you damage, your health goes down. If it goes to 0 you die and lose all progress.
Each enemy defeated gives you a variable amount of gold (depending on the type, randomized), and this number is multiplied by 1+(1/10*N) of the number of enemies, rounded up. So if your total comes out to 16 and there are four enemies, you get 16*1.4=23 gold.
Gold can be used to buy new melee weapons, new spells, or upgrade existing spells. It can also reseed shop slots with new items. Spells also have a value and can be traded back in for their exact value. All of this is randomized -- sourcing powerful cheap spells early on is a good idea, and the procgen nature of this means that reseeds will always be the same (they're slot-based, not time-based -- the first reseed of slot #1 will always be the same item).
This can be done at any time outside of battle.
Spells can be macroed together into new spells for free where appropriate. This makes battle more efficient if you have pieces of good spells.
Magic requires the use of Mana, which goes down in battle and refills afterwards. You start with an amount corresponding to your Class. Mana doesn't normally regenerate. Magic will always cost Mana, even when fully upgraded, however there are ways of getting around this.
There are several schools of magic:
Enchantments -- enchantments can affect you, an enemy, or the conditions of the battle itself. They're temporary and don't last between battles. Enchantments that increase your life total are particularly helpful. For balance reasons, you can't increase your mana total -- have to focus on regeneration.
Geologic -- geologic spells will alter the environment in various ways.
Destructive -- destructive spells deal damage to enemy(s).
Auras -- Auras are enchantments that affect items you possess (including spells) or other enchantments, including other Auras.