thanks for the feedback! yeah, i knew going into this that the gameplay is pretty niche. i like platformers that dont require a lot of brain power, ie just jumping and dodging rather than combat - so that's what i went for. im surprised you didn't point out the imbalanced difficulty, as that's what i would consider the weakest aspect.
do you have any constructive criticism? like stuff you would have liked to see, but didn't? i think combat and variably-sized rooms would have made a big difference, but i was working within time and technical constraints. definitely would implement those if i make a sequel on a future version of the engine :)