Thanks for the feedback, dear osur!
The stutter on the fireball thing is a Godot problem i think. At least i read early on that these things are known to happen when stuff using shaders are used for the first time. Need to investigate and fix it.
Does the screen wide flicker happen when turning on the automap by any chance? When implementing it, i noticed this happen when using it for the first time. Tried to fix it by having it "visible" when entering a scene, but turning it off immediately (the player wouldn't see it due to the loading screen).
The reaction time is still a relic from performance tests i guess, i was giving each goblin a random timer upon visibility to when they would start their AI in order to stagger the calls. I will look into making it smoother without paying in performance!
Yes there is a second level! It's mostly the same, but with blue fog and possibly some bigger, more yellow goblins that hit harder and take more damage. There is also like 2 more items that can drop there, but no game changing stuff.
Did you notice the character button next to the potions turn red on level up, or is it not obvious enough? Of course i will need to add a ding sound to leveling up, but i was thinking i could avoid the classic "Level Up" button popping up and reuse UI elements i already had. If nobody sees it i might to rethink this though.
Very happy to not hear of any crashes!