This is truely an amazing game. It is fun. It is interesting. It has great replayability. But it needs some work.
Bugs
First of all is the soft-locks and game breaking bugs. there are quite a few. I reported one earlier. I have seen a couple more. (Described below). Even if you cannot fix them they need to be handled better. *1
Suggestion: instead of crashing revert to the map either as passed the current level, or revert to before the current level happened.
Suggestion: instead of softlocks and/or crashes there needs to be a way to end run in the middle of combat so there is a way to at least get your gems from the current run even if it breaks.
Map
Having the same map every time gets a bit boring. It would be nice to change it up. (even if it is just a few different maps possible) *3
Items
I think there are a lot of interesting items.
having items that get auto equiped and decrease strength until you are only doing 1 melee damage each hit can lead to brutal situations. Especially since you cannot remove items without killing everything or taking damage. So far this has only been an issue in the first room. (Perhaps not allow items that have negative strength from being dropped in the first room?) *3
At the end of the round, you suck up all of the items on the board. I would have expected you get those items but that doesn't seem to be the case. (Bug?) *3
Healing consumable items will randomly heal you for 5 instead of 10. If this is intentional, the reason needs to be spelled out to the player. (Bug?) *2
The cannon item always seems to make my character overweight and is thus unusable. (Bug) *1
The relative sizes of items don't seem to match up with their usefulness. *2
Characters
unlocks: having characters that can only be unlocked by other characters makes some sense but leads to long chains that are tedious. I have a fair few hours in the game 10+ but only have sage, warrior and ranger unlocked. *3
Sage's ability is interesting but not obvious. Having some summary of his ability score changes in a room/life would be good. *4
Souls
I like the idea of souls but I really didn't understand how they work. You gain blue from damage and collecting exp. You gain purple by killing enemies.
However I don't understand when it calculates souls. It calculates when I take damage and when I have enough potential to end the level. When I kill everything but don't have enough to end the level sometimes it calculates but sometimes not? If it does calculate, the growth is very slow and the level goes on too long. If it doesn't the level is over fast. (Based on balance, not calculating feels like the intended outcome) *2
Levels
I am guessing the blue orbs dropped by enemies are exp. I don't understand how many are needed for a level up. *3
In addition the use of levels and souls are counter to each other. High souls means many kills all in one soul drop, the level is over fast and exp is low. High exp means a lot of kills in separate soul drops and the level is over slow. One of them needs to change. *2
Suggestion: get rid of exp and levels entirely. Make it so you have the same attribute bonus screen (same as current level up screen) after each level. Add at least one item to allow players to get a second attribute selection screen. Change sage's ability to be selecting 1 or 2 extra attribute bonuses per level. (Plus it makes safes ability far more obvious)
I love the fact that getting duplicates of one ability merges them to give you both/all as one ability. This is genius, and makes duplicates far more interesting.
I randomly got a choice of 4 abilities one time. No idea why. (Bug) *4
The idea of the combo meter is nice but it feels slapped on. Not much use but also not really in the way. By the time you fill it up most things have probably been hit enough to be dead anyways. *3
Suggestion: replace with a hit counter. Every hit enemy adds one, falling off map (with enemies on screen) subtracts a static amount, restart at zero on the next level. Adding an item to lower the max of the hit counter may be viable but it feels like explaining it to the player will be hard. Perhaps one character like rogue could have a lower max, backstab-esque. (Good since the character requires some playtime to unlock, and more space to explain.)
Minigames
I have yet to see any real benefit of the minigames. Especially compared to the shop. Perhaps I have gotten unlucky but they seem not worth it. Perhaps buff them or perhaps scrap them entirely. *2
The tickets you can level up in the forge seem to have no effect. (Bug) *3
Errors:
Stuck on this screen, after opening inventory during level end sequence
It is possible to get your character seeingly stuck in the launch pipe after falling off the screen.
I have seen others but forgot to screenshot.
Conclusion
This is an amazing game rendered nearly unplayable by the sheer number of bugs, crashes, and soft locks. Please get play testers / QA to help fix them. But please keep working on the game.
Appendix
I labeled issues/feedback by priority *1 is higest priority *2 is next, then *3 etc.
*1: game breaking issue needs resolved immediately.
*2: major content issue, should be priority to be investigated and discussed.
*3: niche issue but major when it happens. Or improvement that can be made over time.
*4 odd one offs that are weird but not breaking. Fix when you have time.
I also labeled probable bugs as such.
All of my play time and thus bug finding has been on mobile, browser version, running in duck duck go browser on android.
No I won't join your discord. Sorry in too many servers already.