Thank you so much for the detailed feedback! I really appreciate you taking the time to play the game and write all of this down. And of course, it's always great to hear that performance was flawless and that most of the GUI and SFX felt good.
About some of the other points:
There are still some missing translations. Several languages are currently being reviewed, so there are definitely some things that still slip through. This is something I'm working on.
The claustrophobic feeling is actually somewhat intentional. Not every area is like this, and there are larger/open areas as well, but I understand that the tighter areas can feel a bit overwhelming.
Controller support is currently in development. This is definitely something that's coming.
The town is also still very much a work in progress. The spellbook is actually your Legacy system, but it's disabled during the first run. The bloody bowl is the collection for your Unique items, and once you unlock it through meta-progression, you can use it to transmute Uniques before starting a run. There will also be more things added to the town later on, so some of the current points of interest don't have their final purpose yet.
The NPC dialogue issue you mentioned is actually a bug. That shouldn't have been happening in the build at all, so thanks for reporting it.
Regarding the upgrades feeling too expensive, this is probably more of a progression issue than simply an economy issue. There are upgrades specifically focused on generating more income, and some of those are unlocked fairly early. Still, I'll keep an eye on how quickly new players are able to reach them.
The combat being slow is a really interesting point. There are definitely some things that are slower than I'd like right now, but a lot of the game's power comes from exploring the skill trees, finding the right upgrades and progressing through meta-progression. After several runs, the classes can become extremely powerful. We actually have speedrunners completing 12 floors in under 3 minutes, so the game definitely isn't intended to remain slow.
I think the more important point here is probably the learning curve. A new player doesn't really know how much power is hidden in the skill trees and meta-progression yet, so the first few runs can feel much slower than the game eventually becomes. That's something I probably need to polish.
The ranged combat feedback is also something I've been seeing from multiple players. The range itself is something I'll keep looking at, but I may also add some form of aim assist. If several players are having trouble landing shots, that's probably more of a usability problem than something I should simply expect players to get used to.
For Ice Mage, it's similar to what I mentioned in the other feedback: the class is intentionally very weak early and becomes extremely strong later through its skill tree and upgrades. But again, maybe the progression between those two points is simply too extreme and needs to be smoothed out.
For the items, the relatively small numbers are intentional because they are meant to stack with the rest of the progression, but I agree that some individual effects could be more impactful. That's something I'll review.
As for music... there currently isn't any. 😅 It's still in development. I'm not a big fan of using AI for music, so I'd rather take my time with it than just throw something in for the sake of having music.
Thanks again for taking the time to play and write such a detailed report. Even when something is intentional, feedback like this is really useful because it shows me how those decisions actually feel to someone playing the game for the first time.



