Thanks for playing and leaving a lot of detailed feedback!
1.Really glad you liked the graphics, that's the one thing we always try to do well.
2. The boss arena is kind of misleading I agree, some playtesters didn't know that either.
3. We originally wanted it to be a more fleshed out metroidvania, but that ended up turning into a progressive attack chain and using the terrain to block your path due to time contraints.
4. That was a bit intentional but perhaps not explained too well. You can wait a bit after usign the first or second attack to reset the chain, which allows you to use the smaller fast attacks instead of the big AOE one for crowds. I don't think not noticing this is your fault, a game should explain it's mechanics to players properly.
5. Love was a difficult character to add and I'm not totally happy with the final implementation, telegraphing is definitely something that has to be done more for all the enemies but for love specifically, it creates a large and unsatisfying difficulty.
6. Agreed, secondary mechanics also fell onto the chopping block due to time contraints
7. We also noticed that, a proposed fix was to pause time while the dialogue was going but we just ran out of time (seems to be an ongoing theme haha).
WebGL is a good idea, but the games we build use the HDRP and a lot of custom GFX/Compute shaders, which I don't think would be very performant in a browser (maybe it's different now, will do some tests). It probably would make it easier for people to see and play, but would compromise on the artistic vision a bit, which is important to us. Thank you again for playing, and I'm glad you enjoyed!