Thank you for the feedback, i wanted to test this kind of potion mechanism but i agree in the beginning. It can be extremely hard if you don't get potions and, in some cases, you lose at the beginning. That is why i have added bit later town portals to go back in town for healing.
And few more players pointed to me that it would be better that there is a player somehow, i have some ideas that i will test in future versions.
Viewing post in Blade of the Abyss Prototype comments
I mean the difficulty isn't necessarily an issue. It was before I realized that potions are % based. So I just started only using stam gear and putting 3 points in stam on every level up, and then that wasn't an issue anymore. It's more that you end up just having to avoid actual combat to get potion rooms a lot, which just makes the game feel tedious after a bit. I actually completely skipped town portals (mostly because they dropped so late I already had a system going by then). Since you can just reroll non-combat rooms until you heal back to full. But the lack of sustain just wasn't fun. The point of an auto battler is kind of to...battle. So when you end up having to actively avoid battles for significant amounts of time. You're kind of losing the core of what the game is.
Another massive QoL would be mouseover tooltips for items on the ground. Being able to see if an item is worth picking up or not. Then longer term, loot filters would be massive. Since you reach a point where so much junk drops, that you don't even bother picking up most drops anymore.