Thanks for trying it out, and even more for leaving so much feedback.
- I'll try making inventory management more consistent. I didn't allow easy drag & drop when unequipping to avoid the player doing that by accident, but maybe that's not necessary and it's more confusing that anything else.
- Diagonal movement costing the same is on purpose, it adds some strategic value (I guess lol)
- I'll make the disengagement cost more clear by turning to red the AP point it's going to take before moving, just like with the skills.
- Final game will let you see your current equipment on your character sprite, but that's still a bit far away. ^^u
About your other points, I'll try balancing stuff better for the next demo. Giant Bat will probably get a color swap to make it clear that it's different from normal bats, and yeah the whole demo should be beatable without taking damage. Goblins are hard yeah, but that's because I want the player to explore the whole cave section before entering the sewers, since with any good weapon the Goblins fall with 3 hits. What do you mean you missed the skills? If you found the longsword, broadsword or mace, those come with skills. Also, a tip for Goblins, they are weak to fire!
Anyway, many thanks again for trying it out! :)