Thank you for such great feedback!
I can see the logic in allowing access to both dungeons. We have been discussing how best to do the demo to draw people in, but not give away too much. Since we are letting players have access to both dungeons already, letting them go between them doesn't really have much of a negative, and you are right about it showing something we make a key part of the gameplay. I'll make the change for our next update. Ironically, I had to add extra logic in to be able to limit them to staying in the one they picked when continuing.
I do use the sword, but rarely use the Whirlwind. I can agree that giving it a bit of invulnerability does make sense. I want to revisit it in general, as the Earth Scroll feels like a better version of it. We need to take a look at them and decide how we want each to work and if there is too much overlap. We made a significant change to the weapons in this update, and they still need some refining. The weapons used to be part of the main character sprites. We broke them out to be there own sprites and nodes. The collision shapes are now on the weapon nodes, but they are not as good as they could be. There is something to be said for if you are directly over an enemy you might not be able to hit them with a longer weapon like a sword, so leaving the collision shape on the blade, but not the hilt or over your character can work, but for gameplay we may extend the collisions inward more. Maybe we need to add a dagger for close range. You could fight with sword and dagger... but that probably would not play well with the enemies and dungeon design we have, even if it is a good style for melee.
I can agree that Dash on F is problematic, especially when moving to the right. I don't know why I did not think to swap it to Space... oh, right, we have that as using the primary tool. Instead I added middle-click for it. You can customize the keys in the settings. We'll review the defaults. I'm wanting to leave Shift for a potential run ability, at least for debug mode, but we'll see. Dash is important.
We've discussed the attack through walls and left it for now, but are debating adding logic to remove it. It is not very realistic, but can be convenient.
Enemy logic is on my list to work on. I've done an initial pass on the bosses, but some of the core logic is still a bit flaky.
Those doors have been a real pain, though generally more the logic than sneaking past them. I plan to completely redo them in the near future. We will check the collisions on that one and make sure it is properly blocked off.
I did see the water issue shortly before we uploaded, but we didn't have time to fix it. I think the issue was the effect was designed with the base idle frame, and did not account for the full animation size.
Glad you enjoyed! We really wanted to do more with the puzzle aspects, so it is good to hear they are appreciated.