Ok So I finished what I think is an entire run and here are the things I noticed/suggestions:
-teleport portals sometime appear over spike traps...not sure if this is purposeful but its a bit annoying. They are still sort of usable but not with losing 50% health.
-Spike traps should probably be more randomized as the levels increase. Different timing or just being always on.
-Fire breathing statues in the dungeons or arrow traps would be a fun addition to the dungeons.
-some torches are not lightable because they are in from of pits or other things. I suggest either fixing this or purhaps allowing fire magic or fire swords to light them from a distance
-Forests still need more distinguishing features that help players tell if they are different and more dangerous if there are going to be more than one per world (which there should be in my opinion especially if the infinite mode is eventually made). I suggest different color/shades of the trees bushes, forest traps (venus fly traps for example?) or road blocks (vines or magic vines for example) that require certain items, and progressively harder enemies (not just harder slimes or mushrooms and they should if they are, they should probably be a noticably different shades or colors). Some notification of the level of forest would be helpful too but as we talked about before, its not necessary if done right.
-the bosses still seem to have the same attack patterns at any level. In the games current from, they should probably add attacks based on level rather than just have them all on the first level and also perhaps have different colors or shades based on level. For example, Liches probably shouldn't get the big fireball attack at level one or be able to spawn any enemies and then get faster and spawn more enemies at higher levels. You could also do a zelda 1 thing and have weaker versions of big bosses as mini bosses to get keys or items.
-More doors and keys in the dungeons would be nice. Different color schemes in different dungeons of the same type would be nice too.
-sometimes if you are killed while lit on fire, you will still be lit on fire when you respawn
-I still miss the big world map option and sailing but I've already talked about this on twitter. I'm hoping it can be used as a quick travel or something at some point to make the world seem alot bigger than it is. It could work by just showing the islands or contentants and the various climate types on each one. When they walk to that climate area, the player could even potentially start at the same place on the climates overworld map kind of like they do currently with villages...even if that is a bit weird but its not a big deal.
-if there is a way to burn bushes/trees to reveal a secret, I still haven't figured out what it is besides just burning the normal grass to reveal a chest sometimes. I've used fire swords and spells to burn the bushes and trees to no avail.
-after I finished everything on all the maps, there was no notification of anything else to do so I went back to the title screen and started a new map...and while my Screen name was still there, all my earned items are now gone?!...is that intentional? I suppose it makes sense from a Zelda 1 second quest standpoint but I thought the point of saving a character was to not lose hard earned/made items.
-the spells are pretty cool so far. Looking forward to the implementation of other element spells
-...I still hold out hope that you can someday implement that Mutt Boss idea from one of my previous posts here :D Its like the ultimate in boss randmonization!...anyways.
That's probably enough for now. I already feel like I"m forgetting something but I'll post again if I remember. Overall it was a fun experience but it will definitely be held back by no saving feature since few people have time to do an entire run through without stopping or leaving it open on their computer.