Finally a new essay, missed these.
Interesting how many things you figured out others couldn't, like the pickaxe and gold interaction. For the lag im still trying to find the perfect solution and while you were playing i uploaded a build that loads and instantiates all kinds of things in the loading screen as opposed to background loading without instancing things in previous builds. Its difficult to iron this stuff out since i can only test it on two machines, both of which cache some data between sessions...
The classes have different starting stats and can find/equip different types of rare auxillary items (witch can get spell boosting ones, warrior gets stuff for physical combat) of which there are only 1 per class at the moment. Additionally, because of the current feedback, the warrior starts with a shoddy sword now and the witch already knows the fireball spell. For the future i want to implement some non-magic abilities, but im not sure yet as of the specifics, but it might be a good idea to make some of those class dependent.
The punch after spell casting has been there for quite a while and isnt intended, was just low priority. You are the first to point it out though.
Will check out the other bugs you mentioned.
On loading, the Dungeon doesn't save.
To be clear: levels save within the session. Once you go back to the main menu the data is gone and will be randomized again when loading your character. So porting to town and back should result in the same dungeon with the same corpses and loot laying around, while loading a save from yesterday should not.
Level 4 is different to the others, but is still very empty. It has 2 encounters though and will be the entrance to the next area which i will finish until next DD.
As always, thanks for playing. Your detailed feedback is greatly appreciated!