this game design is..... not too good.... it doesnt feel like anything has limitations because of the open sandbox nature, for example, if you die next to a spider nest, and go back, you will endlessly die to the endless ammount of spiders, it doesnt feel like theres anything i could do at that point, if i grind back all my gear and fail to survive the endless spiders when getting my gear back, i might just die there again. and lets say i just happen to kill a villager, it doesnt feel like theres any way to bring em back, atleast its not in the guide that is supposed to tell me all the vital info about villages, if gaining new members isnt escential enough then ill just take a guess that it isnt possible. with these obvious game oversights out of the way, i really like the game! i like the approach to a top down RPG that is easier to understand, like a minecraft format of RPG but alot more.. stuff! i think it could be less repetitive (adding challenge enemies that have various teirs, dropping early to late game loot, like a king slime that has a 1/70 chance to spawn when a slime spawns after a certain challenge artifact is used, and once killed, will disable the spawn chance until another artifact is used, this would be good for players that would rather battle than mine, and would be a good alternative to it) and it could definitely be less frustrating, i never liked games with this kind of "challenging" design, feels like everything kinda just screws up the flow of the game instead of actually feeling challenging (like the spider nest incident i talked about) , since the combat feels up to luck (whoever randomly lands more hits or does more critical hits) it starts to feel less like cuphead-type challenging and more just like casino game type challenging, its more enforced when you realize that gambling is an escential part to making the game flow better when something like the spider incident happens (the devil).
bottom line: i really like the game but the design feels repetitive, artificially challenging and flawed.