Okay, finally got 100% completion.
I feel the gameplay had a lot of interesting ideas, but the balance had major issues. Resources are too tight in the beginning, but too abundant by the end. You don't have wiggle room to learn the rules during what should be the tutorial, but by the time you do, you can trivialize every encounter. I really love the ecosystem between Food, Dishes, and Trash, but when you can just buy 99 units of food (possible by the end- or even mid-game), it's trivialized and you basically can't lose after that.
Being able to fully heal at any point by returning to the manager's room was also really gamebreaking, to the point I was honestly shocked it worked. HP is used as its own resource, both for skills and with balloons, but with the free refill it becomes an infinite one, again breaking the economy. The only restriction on farming balloons for infinite resources is the player's time.
The other issue I had is that RNG does not work with tight resource management. When I can completely waste my attacks (or even my resources) based on nothing but random chance, it's no longer possible to make any kind of plan on how long I can survive. A routine encounter can kill me if I get extremely unlucky and miss every attack.
Relatedly, I think the Wrong Turns really needed some kind of rubber-banding effect. In some Wrong Turns I got difficult monster encounters every single room, while in some I got almost none. Once again, that completely wrecks any attempt to plan ahead or budget resources. The bonus allies, in particular, really should not have been random; they are far too much of a game-changer in terms of both action economy and additional HP. Wrong Turns are often decided entirely by whether or not you get them.
(On that note, soda cans were ridiculously overpowered. Making you effectively invincible and double actions and indefinite duration based entirely on luck for only $8 was gamebreaking. Enemies who used the effect were also just frustrating, since there is no way to strategically counter it, you just have to keep attacking until luck wins out.)
I enjoyed the overall experience -- the aesthetic, the exploration, the different classes, and the mechanic of fueling skills through items -- but the balance was really all over the place.
(I also think Wambo Combo might be bugged? It doesn't seem to restore any more HP than using Food regularly.)