appreciate that you improved the text scaling so quickly.
i liked the mechanic of combining spells and adjusting its strength to `craft-compose` spells, but this needs ingame explanation, had to do more experimentation then i`d like. the padlocks as you can see from many comments are not very intuitive, i`d get rid of it tbh... maybe have the skills light up when you have the points, then click on it to `learn` with a confirmation dialogue. locking-auto-attacking is a bit clunky. clickable ui elements(+ - < ) should probably be a little different then regular text. could not ever use the Vendor, reading the page it seems i need to be at a specific area, but did not find any.
poison felt like a weak branch, but perhaps it has effects that i did not understand
got to level 4 or 5 a few times but would eventually die. a bit weird because i felt like i was fighting the same enemies, but this time they just killed me instead of me killing them
leveling up needs some fluff. a bright effect on the character or something. must be eventfull, my first few runs i did not even notice that i had leveled up and could distribute attributes
with enough variety i think current graphics can work, this minimal style has its charm