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I gave the game a try again, mostly to try the new movement with no mana because last time I maximized mana related seals and such.

I must say it works very well and it made me engage with some mechanics that I had skipped over in the past because there was an easier/faster mana based option. Also, some maneuvers are noticeably more forgiving now thanks to "Coyote time" which also helps save on mana. 

The only thing that gave me trouble were some mushrooms rooms, probably because of the odd shapes, but I think I'm getting the hang of it.

Now I can't help but feel that I'm missing something, but I can't really explain it. I think it has to do with the progression system because last time I unlocked most things and this time I only did a few runs with advanced dungeons but I didn't notice that much of a difference. After you have the seals that you like there isn't much reason to change them and new rooms mix up the gameplay, but new guests don't. 

Also, the only punishment for not bringing back enough resources from a run is unlocking things slower. 

The platforming is not particularly repetitive and remains interesting, but I would rather fail a run and spend a little more time getting a room right than go back to the gate to minimize resource loss for that particular game because I can always start another run right away and most of my money is in the bank or spent already unless I got really unlucky with the actions. Skill and knowledge are far more valuable than resources so why bother with playing it safe? Perhaps my perception is too unlike that of a new player at this point. 

(+1)

Hey Bakar, thanks for playing.

The only thing that gave me trouble were some mushrooms rooms, probably because of the odd shapes, but I think I'm getting the hang of it.
Was it any specific rooms, or mushrooms in general? I actually made some changes to make them easier, so it is surprising to me to read you had problems with them.

After you have the seals that you like there isn't much reason to change them and new rooms mix up the gameplay, but new guests don't.
I have plans for implementing a task system, which is going to require players to complete side objectives/achievements with different Curses in use e.g. destroy x % of crates on y Template with z Curse. Tasks are going to reward skill points for more meta progression and advance story in future. I think this system should be introduced some time after the first 7 runs, but not earlier than that. I imagine it would take about 1 hour for most new players to get out of the Baby Steps templates.

Also, the only punishment for not bringing back enough resources from a run is unlocking things slower.
That is true. Current punishment for playing badly is taking longer to unlock content i.e. what I unlock in 4 runs might take 12 for new players. I want to introduce another fail state later in form of "Weekly Objectives", which are going to give you 7 runs time period to complete e.g. collect 200 gold in 7 days. Failing the objective would turn back time back to when the objective was given (I think turning back time is better, than saying it's Game Over and deleting hours of save). I might do it so you can fail it once, or twice. Just like the side objectives, I think the weekly objectives should be introduced way later when new players fail runs less often. I wonder how long it should actually take to introduce all systems I got planned. I do not know how many hours of gameplay it should take until the game stops feeling like a tutorial, which keeps introducing new things.

About your final thoughts.

I like the way you are thinking with valuing player experience, over the resources. The game can certainly feel like it has no risk if you just ignore resources. I hope the introduction of systems I wrote about above are going to make you worry about resources much more.