Thanks for shouting out the tutorial! That took a TON more time than I was expecting and the initial submission didn't even have it. xD I was up 30 hours straight getting it implemented alongside game design balancing to make it more fun for the bug polish deadline. I'm delighted that my work, and that of the entire team (everyone pulled some crazy hours at times) paid off for you.
Totally fair on the Metroidvania comment. We were inspired by Dead Cells, which I think also leans more roguelite than Metroidvania, and you're feeling the result of that. I'm still learning how to mix level gating with procedural generation and it's something I'm far from mastering.
I'm looking forward to becoming the legendary swordsman in your game! I didn't get the chance last night.