Great work, don't know exactly how much 'more' was added to the base idea of InflationRPG, but seems like a solid attempt overall. Lots of little QoL things, like instant encounter and easy resets, straight from the get go.
Not too big fan of the story, mainly because the MC was constantly whining about escaping back to reality or something. I skipped it all after the 3rd or 4th paraphrasing and the sporadic reminder when I didn't skip fast enough, that they're still searching for an escape despite the obvious deflections and sarcasm, didn't help either.
A few negatives though, that might make or break what should be relatively simple game-play loop.
Something that seems a little worrying is...the speed of game itself. The original was so great because it was snappy and quick to play/load all the different stuff, even way deep into late game. Now admittedly I'm running a practically ancient setup(I could still run an emulator of InflationRPG faster than this version though), however I've noticed the game gradually slow even more over time. My best guess is that maps/assets aren't being unloaded properly, thus the built up cache is struggling more and more. This happens in A LOT of games since creators assume players have enough g/cpu to simultaneously load hundreds of objects at once, even the ones no longer in use.
I'd also recommend reworking/merging the ui to lower the entity/object count. From the fact that if you don't close menus properly between runs leaves a faint echo of said menu, I'd assume menus aren't being unloaded but shifted offscreen and lowered opacity instead. That probably speeds up bringing it out, but that means it's all simultaneously loaded, further diminishing performance. I think I remember seeing a tip/trick of entity swapping, where you keep an invisible version of a small/low load entity on screen following the character sprite but swap it with the proper display/images as they're needed.
Could also lower the complexity of animations, where instead of 10 unique frames, you have 5 and reverse+flip it. Can go even lower for most like having 2 pngs of lightning moving back and forth to simulate the movements in super low loads without sacrificing too much quality as it's a blink and you miss it animation anyways.
I also don't know how you draw/render the borders of zones, but I'd imagine there's a few optimization options there too.
Whilst typing out this comment the game overloaded the memory cap. So...there was definitely something wrong in the code if it was constantly adding stuff despite it being at the run end screen.