The art style and vfx of this one are really good, but I think this submission shines the most in its THEME. It feels so magical, but at the same dangerous and mysterious. I love it!
The gameplay is fun, but at the start for most of the time I was looking at a long hallway and holding W. The default speed as well as the overall pacing feels too slow.
The meta-progression/skill tree is also nice, but I find some of the things useless. The mining and some of the attack upgrades especially, like crits, lightning or weakness marker.
crits/lightning give me no feedback, so I don't know if they're worth upgrading, so they're low-level, so they give me no feedback -> repeat.
weakness markers take too much time.
I also didn't used the anvil a lot. It has a lot of potential, but if the game gave me more opportunities to upgrade my base dmg in mid-game, I wouldn't use it at all. Because of that, getting crystals is simply a time&energy-wasting hassle and buying crystal upgrades is pointless if you're getting chests constantly. Chests?
CHESTS!:
They're fun to unlock, and I like that they're introduced later in the game rather than at the start like every other room type. Though, I had ABSOLUTELY NO IDEA how to open the first one, and it took me WAY too long. There's also no risk in opening them (compared to fighting enemies), so it feels weird that they give you so much money and crystals. Maybe make a timer/make the player lose energy over time? But at the same time, Opening them is hard, so they should have a nice introduction tutorial without any pressure on the player (for now :D ).
Money/Cash/Coins/Collectibles/pickups:
They move A LOT and in the late-game, most of the time is spent collecting them. Maybe make the hitbox bigger?
BUGS:
While hovering over the anvil, there's no outline, which is weird because everything else shows it, sugesting that the anvil isn't clickable.
lot of textures are drawn on top each other, especially enemies, but my sword often ends up behind a wall.