Overall a content rich experience, but lacks some cohesion and theming.
Firstly adventuring here is fun, the rooms all felt distinguished and considerate of the play experience. Danger was presented before needing to respond so everything felt fair, the only question was about the reviving blobs whose recovery time is also generous to player reaction times. Also when rooms are challenging or far reaching the punishment for losing is not overwhelming and the teleporters help a lot on this front.
What a playful game! The playthrough has many little details like the disappearing trees and card collector that add a carefree mood. While not a wholly original game, there are plenty of Easter eggs sprinkled about which adds character.
Visuals are clear, but also disjointed. While I never questioned what I was looking at and the sagging trees and textures of the ground set the environment well, the images did not seem from the same place. Also I want to acknowledge the huge task you set to create so many character drawings, animations and all original too. My suggestion for cohesion is to use a consistent color palette and consider rules for outlining things. Possibly I am missing some rules for inactive background and interactive characters but I think the inconsistency was a little irritation.
My main critique is with the player stopping to attack. It feel awkward and makes spacing around enemies and projectiles difficult which may be your intention but it also detracts from the knight fantasy of running and slashing the sword which can ultimately empower players.
Also what a fantastically complete game, great work!