Thanks! Some bits I wanted to offer:
- First off, as noted by other commenters, the game is too long now. Personally, I think it would be the best if you could get to the first dragon (and the regular victory) in 10-15 minutes. Now it is 30 minutes which definitely feels too much. And I don't mean that the game would necessarily be boring, I just mean that you want the players to "fail faster". If you die 5 minutes into the game, it's OK. If you die in the bossfight 10 min into the game, still it's OK and you will want to try again. Die in the bossfight half an hour into the game though, and the player will feel exhausted/frustrated. Mostly they will say "I'm not playing that again for now" and go away.
- Others have said that there was too little pressure, but I don't really agree. There needs to be more pressure, but not by much. I tried playing with the other classes and the pressure is actually quite okay for them; it's more like the archer needs to be nerfed π. If you would like to make it shorter, I think it would be good to keep the delays between the waves more or less as they are and just cut a couple of the waves (esp. the wolves and the orcs). I guess it would also be better to choose some waves randomly, e. g. in each game, send either the bats or the weird white spheres but not both. Maybe also randomly choose between the wolves and the basic green orcs (they seem to be pretty similar and it can start to drag a little bit).
- The chests and the items are a nice idea, however so far they are a bit too simplistic. The main problem is that there seems to be more or less a strict ordering of the items (maybe I'm just thinking too rigidly but it looks like it is so). Some examples: with boots: any speed bonus > resistance, and among two resistances, the higher is better. With weapons: artifact weapon > upgraded weapon (crossbow, nice staff, battleaxe etc.) > your basic weapon > everything else. With books, I as the archer ranked freeze book > burn book > the other two. In this way, you're waiting for a very small subset of items, and most of the chests you ever open are then useless (and that can feel frustrating) — see the video, where I was constantly offered axes, staves and other stuff that I didn't want π. A solution to this problem could be introducing a couple of more items with incomparable effects that would be useful for any class (I have some wild ideas, I can give you a raw unsorted list if you want to, but no guarantees that it will be useful π).
- The artifacts are a really nice idea. I got one only once, but it's great to occasionally be able to try and fight through up to the big black dragon.
- Random stuff: the fireball sound is way too loud and long, listening to it for half an hour straight can get tiring fast; the music still gets messed up occasionally (the treasure music often replaces the main music totally, sometimes they both get played simultaneously); a pointer in the form of equilateral triangle is not very practical (hard to see which way it is pointing); I don't understand the sun book description at all (does it do anything?) and not sure about workings of the burn book either; "melee speed" is quite a confusing description but I found out that it equals more reach with axe slash (a hugely useful thing) — perhaps it would be better to talk about "melee reach"; when you get the amulet for 1024 XP, it shows as "+102" on one line and "4" below that; potions and food seem to be grabbed by the greed skill and that sometimes leads to an accidental gobbling of these precious consumables when you didn't intend to eat them (btw. it would also be nice if the 3 potions at the southern boss could be taken one by one; I mostly manage to grab two at the same time and much of the healing is wasted)