Hello!
First of all, thank you for playing my game. I appreciate anybody taking the time to play, and I think your stream set up for playing all the different games is super cool.
And I really appreciate that you enjoy the game's art style! I tried to make the game how people remembered the NES, without the things we've grown out of.
I did take the time to watch your video, and I saw that you were beating yourself up a lot about not performing very well, but I think you were playing very adequately. I'd say you were in about the 40th or 50th percentile of skill, you were progressing through the first dungeon at a good pace, learning how enemies and traps behaved and applying what you learned.
Part of YANCY is that death is your teacher. You die rapidly, and you also have the potential to kill enemies rapidly. But enemies behave in largely predictable patterns, and through observation these patterns can be exploited. In your video, I saw you acquire the tongue sword, and then discover that by getting on the Rock Eater's y axis you could stunlock them for an easy kill. This is the kind of thought and execution I want to incentivize and reward in the game. While the enemy doesn't have a wind up animation for their attack, it happens predictably, they always shoot the moment that they are on the same x axis as you. Them walking up and down is a de facto wind up animation, and they behave entire predictably.
I think that you're better at the game than you give yourself credit, but I can understand if the game's design doesn't land for you. Thank you for playing and giving your feedback :)