Still don't bind to Y/Z, thank you. and even if, at least personally I find YXC/ZXC a pretty unfun Control Scheme. It also doesn't work well together with Q, E and Esc for Menues. And despite being a NES-Inspired Game you have no Controller support. And way too many Buttons, NES has Arrows, A/B for active ingame Actions, and Select/Start for less important Actions. You already locked Arrows and Start for Movement and menues, A/B for Attack and Heal, so you could bind interact on attack aswell and make it context sensitive Currently you'd be either interacting or healing on Select which is really odd and could be better used for swapping Swords which would be unbound elseway. Q/E for different menu screens would also not work on NES. If you're on Arrowkeys on Keyboard, you should maybe allow the use of Enter to trigger Buttons in Menues.
Your initial Forge Treehut has its exit too far South, you move way out of bounds before exiting. Your Transitions are also taking too long between Rooms.
Death Screen stays too long, should allow me to skip. Rockbiters can shoot through Walls and shoot while I histun them.
Attack should move me forward a pixel or two, so I can cover for accidentally stepping slightly too short in combat.
Your Interaction with NPC Area is below them, not on them, so I can't talk to them from the side very well.
You can push the big Oak in the "Labyrinth" Area out of the Screen on top and it disappears.
Theres no invincibility frames on getting hit, so certain Attacks just outright kill you. Enemies also don't necessarily stop movement, so you often trade hits instead of being able to hit and run of any kind. With you dealing less damage and having less health, it makes combat extremely hard.
Also not every enemy needs to shoot projectiles, just having slimes move around is enough.
Knockback and Invincibility Frames exist for a Reason. They should push me out of Harms way, so I don't get damagelocked into taking multiple Hits at once or just an entire Healthbars worth. If Tantrum jumps on you i.e., you get hit by it, since you're trying to move away, knocked back into it, and hit again, until you've been pushed through him entirely. At which Point you're dead, not even counting the Projectiles hitting you aswell. Just knock be away from the Enemy that hit me, not based on the Direction I'm facing, and further, so I end up outside of their Hitbox. Disable my Input during that, so I can't hit them or try to move back into them while being pushed out, and make me invincible, so I don't take multiple hits during the push.
Went everywhere I could as far as I know, defeated Orogon, Tantrum, Rocklord, the Reaper and got into the Tinmine.
Got Oaksword, Tinsword, Ironsword, Bonesword, Bloodthorn, Wandsword and Tonguesword, probably missed a bunch, couldn't be bothered to try out all the combinations for all the Items I got.
Also was too lazy to grind for Souls, and only got 2 Pearls.
Most of the Swords don't feel impactfull and could just be removed I think. Wood/Tin/Iron and Bloodthorn seem to be the same just different Sprites, and some shoot projectiles at full health. Bonesword as a boomerang is nice, but rather useless, compared to the speed of the other projectiles. You also got the Wandsword as dedicated projectile sword, so you don't need that many others with the same Type of attack I think. I'd probably cut them to starting sword, iron+projectile at full health, boomerang, wand and tongue from those.
The entire 2 Swords at once and swap between them feels useless. I used it once or twice to not have to go into the menu to swap, but never infight or anywhere where I wouldn't have the TIme. And I only avoided your Menues because navigating all of them except Options is pretty bad. I don't know how many super distinct Swords there are in the End, but it feels like you don't need an entire Screen for that. Your StatusScreen also has Tons of empty Space. You don't need to display the Log, or the giant Player Character in there, you could reduce the Inventory in size if you reduce the amount of drops aswell, and instead focus on making every combination of drops sword-able, instead of only specific Ones, or at least more of them, so you get more swords with less possible ingredients. Makes People not having to grind so much for ingredients that are rarer, encourages playing around and trying out combos more, makes for more interesting recipes then all the same Thing, and reduces space required for your Inventory.
With the freed up Space (also on the Map, assuming you don't have giant Dungeons later on) you could easily move the Swords into the same Screen, since theres nothing to interact with on that screen anyway. And since you don't really need an Optionscreen in a NES Game like this in game, you could just remove that, and only keep it in the title. Or have a return to title option to select in your now combined menu aswell. That way you can get rid of the submenues and the Q/E Controls for it.
You could also move the Map from your Menu onto a Map button, which can also act as pause/return to menu screen aswell, and display an overworld map when not in a dungeon, of the explored Areas ofcourse.
That Way you'd have A to Potion, B to Attack/Interact, Arrows to move, Start for menu with sword selection inside, and select for a Screen to return to title/adjust volume if you want, and show the map, making your Controlscheme conform to NES Inputs. Of course you'd loose out on 2 Swords and swapping, but again, that felt pretty useless either Way.
Interacting on Z instead of X was just annoying, I never saw a reason for that.
Your Ores also shine up way too slow/late, so you either have to wait quite a while in each room to see if you can mine something, or try every rock, which I ended up doing.
No Overworld Music, no Bugs.