Thanks a lot for your detailed feedback despite not being a fan of the game (only currently let's hope heh). You have strong points that I want to work on for the next time I publish a demo. I'll answer your bullet points next. Again, thanks for your time and valuable informations.
- Good point about adding the default assigned key to the keyboard layout. I'll also try to support more than the current AZERTY
- If you're talking about the normal gameplay loop, it seems it's not clear enough that players need to level up their character by farming the appropriate floor levels. For exemple, to kill the mini-boss at Floor 5, it's best to have the hero level 5 or more, by killing enemies and getting scrolls.
- Indeed the Defense can be used to guarantee reduced damages, while the dodge is a 50/50 chance
- The fragments looted on enemies can be used every 5 Floor if you chose to use the "checkpoint" option. It opens a shop type of menu
- Interesting idea to have the health bar under the lamp one. I'll need to play with interface more and make it clearer overall
- Difficulty levels : this DD shows me it's going to be a major point I need to add, and you're confirming that. I don't want to scare off players so I'll definitely work on something
- No way to cancel the Tutorial or see controls again this time. They are displayed on the game's Itch.io page tho. I'll try to set up a better environment for next publication
- Dodging should be an option to dodge all enemy's damages with a 50% chance. It's not (yet?) useful for a simple attack, but it becomes useful to dodge charged attacks that do a lot of damages
- Only way to improve equipment is to reach checkpoints every 5 Floor levels. While poor in use, the system is about generating a random set of stats for 1 piece of equipment. The more rare your fragments are, the better stats generated
- Agreed about the tutorial problems. I'll build a better environment next time