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The game has a great atmosphere. The art is decent. I really liked the combat system, especially the ability to drop a weapon and teleport to it. I also really liked the bosses, but I would have given them more attacks. I don't really understand the point of being able to equip and unequip weapons. It often happened that I drew a weapon, went to the boss, and it was unequipped. Many places are impossible to reach if the enemies you could teleport to are killed. Also, for some reason, the passage to the city wouldn't open for me at first (I think it's because I didn't set a save point, and I can't get to it due to the lack of enemies). I would have made the save points more visible. Otherwise, it's an interesting game, I liked it.

Ah thank you fo playing despite the confusion! Yeah, the door to Townvania does not unlock until the first two objectives are cleared, the last of which is activating the savepoint as you said. The current objective is always displayed in the HUD and there is a green compass/arrow to guide the player. There's also a minimap with the objective and player position both highlighted. This is all mentioned in the intro dialogue, but I think I could have made it explicitely obvious in a tutorial or something. The save point visibility is another issue I only noticed later. I tried to make it more obvious by adding a "radar" sfx and some alert text in the HUD but thats not mentioned anywhere so the player wouldn't know to look for it :/.

The soft-locking out of certain areas is a definite design flaw I lazily overlooked. The enemies all respawn when the map is reloaded, but thats annoying esp if player hasn't reached the first save point (after that u can just fast travel). I will say that I am only aware of one place this can occur which is the highest platform of the first map, so I'm definitely curious to know the others you found!

Thank you so much for your time and feedback! It really means a lot to me.