Notes as play:
.exe and title still uses the default unity logo
Going through tutorial on menu real quick. Sprinting over gaps feels pretty inconsistent, even running head on towards the ledge it would at random just not get to the other side it felt. Don't know how I did it, but I managed to power jump in mid air after bouncing off a crate from a previous power jump. I like the new orbs around crates when they're in range, makes it more obvious. I left the tutorial via pause menu and reentered, it seems to have reset my settings that I set. Those settings should probably stick around, given new players may change them when entering the tutorial.
I enter a new save. The more in your face tutorial for the reception feels a bit better paced, or I may be stockholmed since I've seen the gist several times. Fiend Slayer is a neat concept, as a way to modify the difficulty of a dungeon run more granularly without staring at seals all day.
Actions are sort of neat, it does away with the large amount of menu buttons there used to be. I think I would have gone with a lock symbol, but freezing works too. A little annoying how there's RNG as to whether you get what you want, but freezing should mostly alleviate that.
At first I somewhat scoffed at using the figures to leave crumbs, but in practice it's actually pretty useful. Tossing a figure at a door activated it, which was surprising. Speaking of doors, the hearts on them are a nice hint for the player.
Seal UI looks a little nicer with those animations. For some reason scrolling the right panel shows some weirdness behind the cards.
Went through the motions for a bit, as per usual it gets too difficult for me when vertical rooms get added. Was looking for a certain someone among the figures, guess she didn't make it in. Not that it really matters to me. Saw the seam between two rooms one time, it's only a couple of pixels but when moving it's a jittering line across the precipice that's pretty obvious.
Game seems to be improving.