Cool game, welcome to gamedev.
Feedbacks are extremly important in a video game, it makes even static games feel more dynamic because the player feels they connected to the game if this make sense, like example if you are in a survival game and you punch a tree and nothing happens you will stop punching it but if a little HUD pops up that 'hey you got +2 wood" then you get a feedback and know you did something right. So here is my few cents:
-First important thing is the "sense" of feedback the player get when controlling the character, make it fluid as much as you can. It's wierd that you can move in any direction, yet you can only fire your special attack in 4.
-Sometimes when you fire the special attack and change direction the special attack shoots the other way. It feels janky and the lag doesn't help on it either.
-Make visual when you hit a enemy with the sword.
-Make it possible to block or dodge somehow, when you attack the goblin its like 50-50% chance that you get hit too, you have to really iFrame it to not take the hit.
-Make danger visual indicators where the dynamites going to land.
-I have no idea if you level up by killing goblins or just survive X amount of time because again, zero feedback on it.
-If it's by experience a little text above the character that say +10 EXP would be nice.
-Visualize the damage you take and make for the goblins in form of text would be very nice.
-Leveling up refresing to max hp and stamina is imo a bad thing (or at least this early in the development)
-Stamina should be called mana if you use it to cast a spell. Stamina usually stands for sprinting or heavy attacks, dodging etc.
-When you level up i noticed that the choices are consistant but their values are not, it would be nice to know the Min and Max values if you do a random roll on the values so one not pick +3HP over 10% dmg.
-Zero clue if the dmg% stat boost your special attack as well or just your normal sword attacks.
-I don't know if its intendid but the special attack ignore rocks and trees collision.
-Visualize somehow if a sprite is behind another. For example if a goblin or pickupable is behind the tree there is no info on that.
-Its really easy to lure goblins in line and just one tap them with special attack, i suggest some kind of group formation or offsets instead of "go to the player position".
-Balance the game, if you build stamina and kill goblins with special attack it refill your whole bar and you can just spam it even inside the group of mobs.
This last tip is personal but don't use Godot. I know i may be personal choice but that engine is decided to kill itself with recent drama and a LOT of users abandoning it. Normal devs who are in platinum/diamond or whatever tiers donation got blocked for simple suggestions like "add this feature pls instead of doing politic stuff" and they got banned from twitter and reddit so no more updates for them, resulting a lot of user cancelling their membersip right now. My recommedation is Unity. With the new CEO changes Unity really started to took on the brighter path for indie devs and gives a lot of freedom for the free users and soon this year will bring a tons of stuff with Unity 6 to the table.
This is my result: https://imgur.com/a/8O3KMyX
Edit: To enforce why you should switch to Unity i made a small scene where Object Pooling and Scriptable Objects are merged together. While these are advenced topics of coding, they can really boost your projects once you understand them. Each primitive shape has it's own collision, physics calculation and logic attached to it. They die if they touch the wall, change material on touching the floor and dies after 5 second anyway.
Link only live for 2 days: https://streamable.com/kiqn0x
Cheers,
MrZaphkiel