1) The intro does a good job of worldbuilding. It could however benefit from some cutscenes (dream) mixed in with the manual dialogue. That would make it feel less like a chore and more something uncontrollable like a dream.
2) The inventory UI is jarring. Everything in the game is neatly stylized with pixels and then you get a bright flash of white, modern text that takes you out of the experience.
3) An option to change control scheme would be nice. Personally more of a fan of the WASD, spacebar, e kind of controls than the arrows keys + bottom keyboard row.
4) The first objective you get is collecting berries. Without a solid indicator of progress, you end up having to find out at the very end if you accomplished the goal. To make it more confusing, when you transition between scenes the berry bush sprites are reset and you have to manually walk past each of them to find out if you missed them.
5) The objects that allow you to save, require the player to manually interact with them. Perhaps you could make the default (walking next to them) be saving. This would still leave you with the level up part as functionality for interacting. Forgetting to save is worse for player motivation than saving one too many times.
6) Having each "room" reset on transition seems like a disaster in the making when it comes to balance and gamefeel. It would make it easy to farm currency which only demotivates the player. As an example fully clearing a room could be rewarded and not punished.
7) Lastly the transition from the introduction to the actual gameplay could be smoothed out a bit when it comes to visual appearance. I don't know what part of it felt a bit off but the transformation was very sudden. Perhaps a short animation giving the sword would already resolve the issue.