I got some screenshots from my latest playthroughs.

Very strong build, despite being swarmed by enemies in Magma Core, I defeated all of them effortelessly. Although I lost against the final boss, I already had a maxed out backpack. The final boss was the massive fire gecko. It is very annoying to fight because you need to play extremely aggressively or Purse will eventually get overwhelmed by the flames.
I know this looks out of place, but I got the Earth Sword from a trade in exchange of a Ragged Sword and I would have used the structure items to keep it on top of everything, that would have made this weapon the most powerful one in my backpack.


And with that, I have some more balancing suggestions in relation to this build.
Starting with the elephant in the room, the splint item really needs a brand new coat of paint. It is a rare item that gets disabled if any armor is present and takes 2 spots for +1 healing after each use of a nearby weapon.
Compared to the heart gemstone and the vampiric gem it is very underwhelming while taking so much space. I think one of two things could be done to this item: Firstly, it could be ranked down from rare to common which is perfectly fine by me. Alternately, the item could be improved either by increasing its healing output from +1 to +5 or by giving it an additional buff. The buff that makes the most sense in my opinion would be rage with regen being my second recommendation after rage.
It is really difficult to run a Berserker build since this game is a roguelite with permadeath and a finite amount of resources, healing consumables are not very common, so the player's best bet is a very defensive and highly tanky build. All my most successful playthroughs were thanks to hoarding from 3 to 5 armor pieces. In this sense this Berserker build was only successful because I had a broken ring, an item that is not considered armor, therefore, it is compatible with the Berserker's ring, but provides a hefty amount of defenses given the player has manastones.
Further, I would be interested to hear the developers add more items that stop working if any armor or shield is present inside Purse's inventory that would make a build like mine's more attractive. Currently, the only 4 items that do act this way are the ring that I mentioned earlier, the splint which I also mentioned earlier, the hatchet and a relic that disables weapons if they are near shields and/or armor.
I could never make use of the dumbells because disabling items if they are near other items at all is not very convenient. Ironically, this can be combined with the mouse wood to get very powerful arrows because they have intertwined effects: the wood affects arrows exclusively and the dumbells affects all weapons which the arrows are considered to be, but both disable the item if it is near anything else and each adds a multiplicative amount of damage to the affected item(s). Because the effect of the dumbells is not only redundant but hard to work with for most builds, I thought about nerfing its effect from 3x/2x (Cannot remember exactly what bonus it gives) damage bonus to only +12, but all the weapons add +2 slow to Purse if used.
The best part of it is that makes perfect sense. The dumbells is heavy, so it should slow down anyone with it on themselves and it would make Berserker builds much more viable since no armor. Hey, but it is still your game, so if you have a better idea to improve this specific relic then go ahead I would definitely like to try it out one of these days.
Good luck on the Kickstarter!