Hi! First of all, I like your game it's pretty technically impressive and has a lot of potential :)
To answer your questions:
- My first impressions were confusion. Instead of saying the bottom is the inventory and the top displays info, I'd label them both. The bottom would always be labeled inventory and the top would say something similar. Displaying the seed at all times muddled the info bar as well, I'd make it toggle-able. I'd clarify the objective of the game too, instead of saying "rescue the princess" say something along the lines of "Collect mystical treasures to help rescue the princess from the evil monster!" You want to specify what the player will be doing and hype the game up with some fantasy
- The game was pretty confusing overall as it was a big info dump without easing the player into it. There was no map as well which led to me getting lost or finding items out of pure luck. I never quite knew what items I needed either, I think a checklist visible on the screen or by the info box would be super helpful. If my next goal is the purple portal, the info box should show me what I need to unlock the purple portal. Overall, making the first level more introductory with a sign clearly stating the goal would help a TON!
- I relied on the hint signs towards the end, but not the beginning. At the beginning it just seemed like useless information I couldn't utilize yet and I also wasn't sure which area I was in versus what the sign was referring to. Again, an introductory area and perhaps a label denoting which area you're currently in would help a lot.
- The most frustrating part was definitely map navigation since there was no map to reference and rooms weren't particularly unique. I spent a while looking for an item only to find it by complete accident by wandering around aimlessly.
- The ending was clear! The boss monster was bigger and unique which made it obvious you were at the end.
As a final piece of advice, I'd add more risk and reward. There's currently no risk as the player can't lose and rewards don't feel as meaningful since there're tons of them around and they don't necessarily change game play, they're essentially fancy keys.
Overall the game lacks information for the player which can leave them confused.
I like the fantasy setting though and hunting down unique items! Keep making games, I'm curious to see how you progress.