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The maze premise is interesting, and I especially like your use of prime decomposition to determine room rewards (which I've never heard before for making simple loot tables). The idea of getting ingots not to raise your own stats but to lower the stats of your opponents is intriguing, but the fact that the player is always fighting the exact same three types of enemies can make exploring/fighting the rooms tedious/repetitive. It could have been better to make around five unique enemy types (with some having higher spawn counts, higher spawn rates, unique/recolored variants, etc.) but let the dungeon randomly decide which types would be present in each room.

The hitbox of the sword swing also doesn't seem that polished since enemies can still hit the player even if the player manages to hit them. Making it larger (as well as have a visual indicator of the swing range) could make fighting much easier on the player's end, especially if it's the only weapon that the player can wield during the game.

Thanks for your detailed feedback :) Yep I totally understand that the rooms feel repetitive, I would have loved to add more enemies and varieties to the room, but did not have the time for that :( I scoped a bit too big for this one.

Hitboxes could definitely be more polished and have more feedback. There is actually a nasty bug that I didn't catch before submission: when you kill a crab or a bee, its collision shape is still running as long as its death animation is not finished. This means you sometime lose HP when you run on dying enemies, which is a really bad :(