-Hardware mouse over software mouse would be nice. Though I'm playing with controller.
-Please add inverted controls for camera.
-Yip button is oddly fun to mess with.
-Dialogue display is strange, the ... on skipping a portion looks like a 'I got interrupted I will now start from the beginning', or that's what I thought it meant at first [this visual makes more sense for when you walk away in the middle of conversation]. Also, this could really use a display speed slider, since you don't use a confirm to continue it can either be too fast or too slow for players to follow.
-If you spam the sweep button it won't clean the dirty spots. I think because it's restarting the animation before it finishes.
-Camera clips into walls quite easily.
-Would be nice to have soundwave indicators for how loud my kobold is, like a ring shows up on the floor when yipping and with running showing the attract radius, etc. Perhaps the information makes it too easy? But you also show the enemy cone of vision so I think it tracks to make this information known.
-Make text display on side of screen if speaker is out of sight? Not sure how important it is that I see what the villagers were saying.
-I grabbed the curiously kobold sized scythe and attacked the first farmer from behind. I didn't really expect to be able to spam attack him, and I managed to knock him into standing atop the stump with the decanter. He eventually unstuck himself but I just took the decanter and put it into the chest(I can't say it was obvious, I accidentally spoiled by reading a comment before playing). I decided to let him chase me for a bit then get away, he did this weird thing where he started kneeling doing the weeding animation, then he started sliding back to his initial position.
-Wish I could press 'cancel' on the pause menu to close it instead of having to press continue.
-With the sack of holding, when you pick up coins they go into the sack. I would prefer if they instead went to the bank like usual. Maybe there's a reason you wouldn't want the coins to go into your bank though?
-If you drop the sack it can sometimes intersect with you, causing physics shenanigans like being pulled along by the bag without moving.
-Feels satisfying to dump a sack and have all the treasure sucked up. Wish they had some value per treasure though, just counting up a number in the top right makes the harder to get treasures feel meh.
-Touching thorns causing damage is fine, though my money and held item becoming unreachable by falling into the bramble itself feels more annoying than deserved. Also the Ram beyond that vine still has a purple collision box visible.
-A gold ring is inaccessible within its chest. Bruh. Tried jumping on it, checking all sides, etc. it was never even highlighted.

-The decorative gaps in the fences are too wide sometimes, my kobold looks like she could walk though them.
-Large items can't go into the sack, so you have to take them one by one back to the chest. This feels too annoying, especially when the route is easy it's just time wasting and not fun. And if you had difficulty, it would be a drag. May help if there's multiple drop off points per level, so you don't have to go back to the start every time.
-I got the pumpkin and ended up with 2.5 stars? It's hard to tell because only one star has a white outline, but I assume I got most of the treasure at 21 points, so it must be at least 2, and the 3rd star has a strange segmentation I guess for finding optional treasure? Whatever.
-The silver coin the room respawned. Infinite money glitch.
-When I interact with the bed I can still 'walk' while in the sleeping animation, lol. That while showing the 'we are working on the bugs' blurb is a good joke if intentional.
-Why can't I go back and repeat the same quest? Bit odd to prevent players from replaying the demo without resetting their saves.
In a lot of ways charming but also broken. Keep up the good work.