I have played through the new update!
And this time I took notes! Here they are, as a string of thoughts in the order that I encountered them (rather than as a complete overview sorry).
-You have re/named some of the mushrooms I noticed. The magic mushroom says it "grants an experience", but how much? 1 exp, or more?
-I remember some grammar mistakes but...I didn't write down where they were...I was going kinda fast.
Do you level up faster now? I think I'm getting exp potions faster. And looking at the character sheet, I think the numbers for leveling do seem smaller.
-Huh, I'm getting a lot of Monster Parts. (Note: in other play throughs (with the next character) I didn't get nearly as many. Is it because of the character, or just rng?)
-Oof, starting with a passive item rather than a 1-off item (potion/key/torch) just seems so much stronger.
-Sometimes you don't start with a shield... and sometimes you get a shield and dagger. It would be nice if you always get a weapon and shield.
-The reminder of the boss monster (dragon/hydra etc) is a nice touch because sometimes I would forget what I was actually building towards :P
-Before the end I always sell my ring of life. Does it work in the castle? Or is it just always better to sell it for cash?
-When you sell items (mainly for Magic Mushrooms) it would be nice if it didn't go back to the shop screen so you can sell multiple items in a row?
-Ugh, sometimes it feels like there are not enough weapons, or sometimes not enough shields. It forces you to flee a lot. But then again, the exp cap was lowered.
-That wizard with spells was scary! I beat him, but I wonder if he has the right spell, he can really cause you trouble and maybe force you to waste a lot of resources on him.
-Well, I beat the Dragon! Though, hm, the boss really didn't feel unique enough, though maybe it's because the difficulty was tweaked? I just did the usual balance of stats, and made sure to store up spells and mushrooms to use as needed. But it still felt like the hydra fight to me. While the simplicity of the game is a selling point, maybe you could add a tad more flavour to the boss? Like each has a unique power? Or maybe each is tied to a unique spell, which they cast (like the wizard. But then...maybe make the wizard do a different thing or it's too much like the boss...).
-ugh, random poisonous creatures...the snakes were bad enough! It is really hard and costly to avoid Snakes already. You basically have to save every elixer for them, because attacking through is too costly: either you don't have the speed, or your damage isn't high enough, or it will cost you too much weapon durability. Maybe you should only have to fight 1 snake... Does the amount of snakes increase? Is the number random? Usually I just try to save elixers and take the poison... try to take it both ways going in and out, and then elixer.
-Ooo, the Wizards staff freezes the casting price? I died before I could test it more, but does it use up durability, casting spells?
-Bug? The knights helmet did not display a crown for unique artefact
-At 36/50 along the path, going into darkness it dealt 9 damage to me!! I saw 8 damage possible before so I thought I was safe, but 9 damage that goes through armour? So you're forced waste monster parts or heal potions to get to 10 if you have no torch or are saving it for poison and snakes? Is it just instant death trap? Seems so punishing...
-With warrior does the difficulty scale? I kept running out of weapons. Maybe it's just because you have less attack so you have to use up durability a lot more. And it's costly to attack through spider webs so you don't have money for shops.
Phew, so far I haven't beat it with the second character, the warrior. But those are all my notes! Those were some fun improvements! Good luck with the development!