Hello OverBern,
thanks for really getting in to the game and having the patience for completing a run. You are probably one of the few people who have played it and defeated the "floating boss". It really means a lot to me to have someone play in such detail and give detailed feedback.
I must apologize for the fanatic killing you like that. The game should have a certain difficulty, but it should always be fair, never unfair towards the player.
The syringe or stim is currently not useful. It gives you 5 extra HP that deteriorate each turn. If you only get to take it after you have dealt with the enemies in a chamber then the benefit deteriorates on the way to the next door. I will deal with this by making the stim spawn near the entrance of chambers. This way you can take it and then have the benefit of the additional HP during the fight.
The witch has multiple spells. The pulling which you encountered, making a ring of fire around the player with only one escape direction, spawning ghosts of the player that face in the same direction and shoot when the player shoots. The way to deal with a witches is to kill them off quickly prior to pandemonium breaking loose. This is especially true if there are other enemies in the same chamber.
I will partially rework the tilesets for better contrast, variation, and visibility. The difficulty shouldn't stem from things not being clear.
Thanks for the ideas regarding the interactive terrain like boost arrows or flame towers. I am looking for more static obstacles instead of enemies. Currently there are only the spikes and the vulcan-turrets.
The way you beat the vulcan-turrets and the baron boss sounds as though you had a good strategy down. Gaging the difficulty is really getting out of hand. There are many things which can chaotically interact. The main thing is at least being able to predict what will happen do a certain extent.
Once again, thanks for playing and completing so much of the game!