Alright lemme start. At the beginning it read a lot like a review, I think you're being a little benevolent on some things, stating the purpose of some decisions that were made, not necesserily how well these things were executed :) If you liked, then sweet. I laughed out loud when you mentioned the uppercutting goblin is a female, I never interpreted the art as such, so it was quite a surprise seeing that you did.
The boss is only half-done, and I didn't have much time to tweak it. In the future we'll likely reinforce the current direction, where he's mainly a tank and guard for the goblinkind goons. Thanks for the feedback and suggestions on that part.
Regarding dodge roll, I'm not a fan of any type of cooldowns, so if the roll was nerfed it'd need a little thought put into it. I don't want the knight to feel too sluggish either. Perhaps a consecutive roll could have a alternate animation which wouldn't cover as much distance, or perhaps we add sprinting mechanic which will cover more distance than roll. Perhaps it'll stay unchanged, it's not a high priority thing right now, as it works quite well as it is. I'm glad you like it as well :) You should like the marksman in the next demo too, as he is quite a bit more mobile than the knight.
Regarding the bugs:
The potion counter should be there, I do have it on my own machine. I'll see if I can repro on others. The quit button shouldn't be there in webGL version, my bad. Being able to save the knight is an easter egg, I don't think he has infinite HP, but yes, enemies aggro the player and not him, so he won't get hit very much usually. I'll double check that he loses the hp at some point later. I'm also aware of a lot of small quirks, most of them are in the backlog and will get fixed eventually, thanks for pointing them out!
Thanks for giving the game such a thorough try! Also you're the first person I'm aware of to find all 3 secrets :) Maybe I should hide them better next time? Thanks again for all the feedback <3 and have a nice day!