Played through to day 20-something. It was fun, but man, did it kick my ass.
Gameplay:
Solid tutorial.
I also appreciate the ability to keep the tutorial for the individual rooms on. It was a bit of an information overload.
Hold crouch should really be default with how often you have to switch.
It really really really needs a slide mechanic. It hurts my soul every time I go from sprinting to crouching and lose all momentum instantly.
The difficulty ramps up way too fast for me. I wasn't able to even find the magic mirror within the time limit most of the time, but it was still throwing more and more complex dungeons at me. At least make it count succesful dungeon runs rather than just days when it forces you to upgrade.
Or maybe have the seal that disables the timer be on by default. It's really stressful for newbies.
There's a tab in the reception called "roleplay" but I couldn't figure out what it does. Idle animations for the guests in the dungeon? Or is it not implemented?
I encountered a single bug: After a failed dungeon generation, it let me start a run, but it just spawned me in a void, falling forever. It can't have been completely empty - I saw some arrows from a trap off in the distance falling alongside me - but I never saw any level geometry. Also, the timer didn't start. I was able to abort the level through the menu just fine though.
Story/writing:
Very slow start. Please condense the cutscenes. There's like four before your first real dungeon run.
I don't know how weeaboo you're going with this, but the Shop Keeper going "ano..." is maybe a little much for a game in English.
Audio/Video:
Love the music.
The rooms could stand to have some vaulted ceilings imo. Things feel a little too boxy atm
The "boing" sound effect better not be a place holder, because it's great.
The use lever animation sounds like the Boss is snapping his fingers, but it looks like just finger guns with no snap.
I look forward to playing it again.