I love the html trick you did there on the page, I really should do something similar later.
also i seem to be having some flickering issues with some objects popping in and out of existence as i walk, like all objects on floor disappear if i'm standing on certain positions, seemingly only affected by my north-south movement. Probably some sort of floating point issue, I typically blame these at the default far field distance of raylib projection matrix, you can try to reduce it and see if it helps.
Update on the flickering issue (I'm writing this as I play). You most certainly have a problem with the projection matrix of the camera and its far field distance. The book shelves are constantly flickering, the books showing through the shelf from angles they shouldn't.

As for some of the minor things I found, when you hold a potion, your mouse sights at the right of the potion, not actually holding it visually. The enemies on new stages begin attacking as soon as you kill all enemies in current floor, they walk out of their stage and attack even if you never go there, making it hard to brew without being attacked. When you die, the only way to re-spawn is to reload the whole page. The tutorial has a bug where if you close the potion workbench too fast, you get soft locked in tutorial unable to progress because its asking you to close the workbench screen you already closed and can't open again.
Also as a final note, you don't seem to be using any kind of physics engine, if you touch any object you just stop dead instead of sliding on it. You can try using box2D on this game it would help quite a lot, and its surprisingly easy to work with. Not just for visuals/feel but also internal game functions like hit detection, these physics engines come with all sorts of algorithms to make queries for weapons really efficient and fast. I'm using that in my own submission and you can tell it makes quite a bit of difference, like you can dive into a horde of penguins and actually push them out of your way, it also helps me prevent enemies from overlapping, which is a problem you have in your game.
