Oh wow! Huge thanks for this wall of text! I read every word!!
What you are feeling about some of the stuff others have talked about aswell. Let me go through your feedback.
The biggest thing that would have helped me is: a tooltip for every stat: Im adding this! I understand the frustration to not get a single hint of what it does. I dont really need to go into detail in the tooltips, but at least some understanding helps.
Here you can see that my red health orb is at 155, whereas my Max HP is at 150: This is something i have been fighting with. I thought i fixed it already, but alas. I will look in to it and maybe even rework how it works. Something smells fishy here!
I was not able to find a merchant that would allow me to sell some of my items: Im adding all items to NPCs. At least this early in to the game. Later on (if further development beyond this patch) when things go Online with multiplayer features some items are only sellable to players.
What I really wanted was a "Sell" button below the "Equip Item" button when you examine the item: If i understand correctly. I might be mistaken. You want to sell items straight away from the inventory instead of finding the right npcs that buy it? I get it though.
I still reflexively searched for a close button, [x]: Yes. This wouldnt be too rough to add. And it adds a bit of clarity for the player.
Twice, I accidentally bought something that I was intending to sell. This can happen when you enter sell mode, and then quickly switch to another vendor, which puts you in buy mode without your explicit consent. : Hmm .. im wondering how to fix this because the dialog is built from scratch each time you open it. But i think its easy. Ill get it done. It does make sence.
I was unlucky enough to get seven non-monster encounters in a row. There was absolutely nothing for me to do except wonder why my character kept trying to pick a fight with a rock: In my mind your character is not picking a fight with a rock. Your character is wandering through the cave room, searching, and ends up finding .. rocks. Its a bit boring but its kind of intended. Locations where the "Other" has higher chance than "Enemy" suggests that the location you are in is a bit easier. This is one way for me to balance difficulty. But i do want way more stuff than "Rocks". Ill add more cards to each location as i figure out what i want there.
I noticed some typos in the monster descriptions: Thanks for telling me! Easy fix
HUge thanks for this feedback. I will look over it more carefully with all other feedback. But what you say makes sence and wont break the game, but instead make it more fun.