I used Firefox and it worked well, I know there's some problems with it and Godot games, where it sometimes doesn't load and sometimes does, but for me it was fine. I've played through (I think) all of the game there is currently, so I'll give my thoughts about it and stuff I noted.
I think the UI is definitely better than in the previous version. It doesn't feel as clumped now. I like the enemy info tab, to this I think it would be a good idea to add possible loot drops from enemy. I've got a Helmet 3 from Finkk (I think) and I didn't even know you can get items like these from enemies, so it would be nice to show if an enemy can give you something interesting. You could make the icons all black/make them question marks if you would want to hide stuff that the player didn't discover yet. Also when an enemy has a gold skull it shows you a description of what it means, which is great, but it doesn't tell you what a gray/iron skull means.
I think that items should have some actual names instead of just "Helmet 3", "Armor 1" or "Club 2" too.
Stat description would be really helpful too. Some make sense without it, but some would need to give more information on how they work. I don't know how defense and armor works, what's the difference between them and what's better. I also didn't know what hp5 and mp5 meant for most of my playtime, only later I realized it's amount you're healed. I think it could be changed to hp/s and you could make healing faster with a smaller amount (so instead of 1 it could just be 0.2). I had a bug with these too, when I ate a carrot and steak the hp5 for example was 3, but then when my carrot run out it changed to 1, even tough it was actually healing me 2.
I feel like traveling between areas should be faster, especially when you need to go from one store to another, to sell or buy something, it takes a lot of time. With the travel, I still think a map would help, like just an UI of connected paths with a scrollbar, something like this maybe:
You could potentially add some fast travel to this too. Also I had a bug (probably) when I was at Gate, and I wanted to go to Market it told me that I'm in combat and I had to wait.
The text log could have a scrollbar, it's hard to know if you're at the latest massage or how close you are to it when just scrolling, having a scrollbar would show that and make it easier to go through the log.
Now the progression I think feels pretty weak, I think it's better than it was but the stats still need a lot of work. The max hp for example, you start with 150 so a bonus of 5 or 2 is meaningless (Armor 2 literally gives you 2 max health). The weapons don't really change that much either, the cost is getting more and more expensive but the weapon is just "from 1-5 damage to 1-6" which feels bad, especially since some of the weapon stats decrease too. I think it was Axe 2 and Axe 3, where the crit chance is smaller in Axe 3, this is dumb since landing a crit attack feels really nice and it's the main aspect of an axe. Personally I'd prefer to get much stronger (or just visibly stronger) the further in the game I am, just like the cost of items. I'd like to one shot the enemies in the first area if I'm already in one of the later areas. Of course that means a lot of balancing, but I think it would make the game more enjoyable.
I do like the game and I think it has a lot of potential. I'd like to see magic and abilities added. Also the player could have more impact on what's happening in the game. Even tough I know it's an idle game, something simple that you could do, like a button press, that would help in battle in some way would be nice.
Thanks for playing this version. I know you played previous version and i thank you for being patient and trying the game yet once again. Let me go through your feedback and answer all i can. Im also taking notes on all feedback from all players and i do see similarities in Quality Of Life changes and improvements, along with new ideas and bug reports.
I think it would be a good idea to add possible loot drops from enemy.: Yes this is something I do want, but at the same time it need to feel like a progression. I didnt really know how I wanted it, but your idea of making all undiscovered items a question mark or just black outlines of them is good idea. Thank you.
I've got a Helmet 3 from Finkk (I think) and I didn't even know you can get items like these from enemies, : Isnt it fun to discover stuff without being told about it? Buying items from NPCs will only get you so far. Getting the best items in the game will eventually only be drops from monsters .. or other ways.
Also when an enemy has a gold skull it shows you a description of what it means, which is great, but it doesn't tell you what a gray/iron skull means.: I thought skulls was an indication that they got stronger and more difficulty. It felt like skulls is a common way to show difficulty. Thats why i didnt make tooltip about it. Gold skull however was different and thats why i made a tooltip for it.
I think that items should have some actual names instead: Yes absolutely. They are named like this for my convenience during development. They will get proper names.
Stat description would be really helpful too: Common feedback and I will fix this, to some degree. The less the player know the better, but, they do need some information and I will add it for sure. Like you said with Armor and Defense, HP5 and MP5.
I feel like traveling between areas should be faster: Common feedback and i have lowered it drastically. But its still not instant. Comes in next game version. One idea is to make travel times between safe locations to be very fast, while going from or to a hostile location takes more time. When you get into a township you just want to do your business fast and go out again. Long travel times here is just stupid.
Your food stat increase/decrease: Thats a bug. It does work properly (behind the scenes), but something is off with updating the visuals that makes it show incorrect numbers.
World Map: The image you made showing the node system is something i already want to do. But i want to make it have 2 usages. Firstly thats how i want to create the content by adding nodes, draw lines between nodes and edit them with content. Second is for the player to see the world and all connections.
Now the progression I think feels pretty weak: This is something i think will never get perfect. But the more iterations the better. You do get 5 more health for each level you take, in addition to items giving some stats. The stats from items are very weak, i agree. But its also the worst items in the game. Higher tiered items will be much stronger.
The weapons don't really change that much either: The damage from the weapon is the damage you would do with out any skills. But since you start with 10 in skills the damage will be higher and go up for each new skill you get with that weapon type. Your example of Axe2 and Axe3 crit% is an oversight of mine and should be seen as a bug. Thanks! Im not sure how to do the weapons. There is 3 types, as you know, Sword, Axe and Club. It feels very difficult to make the damage stat different. But the bonus stat, like crit chance is much easier. Maybe thats how i should differentiate the weapon types and not their damage.
I'd like to see magic and abilities added: Its coming. I wanted the MVP of the game to be tested first to see if its any fun. Otherwise i would postpone the play test for eternity. Magic will come.
I'd like to one shot the enemies in the first area: I feel you. Maybe you could with the end game content of this version. im not sure. You are still likely to be low level regarding what level you could be later on. This is not said anywhere but your (level / 5) is also included in your damage. So even if you dont get new items, or higher skills, your damage will increase.
Big thanks for feedback!