A few thoughts after the demon:
-It's actually unfortunate how simplistic this appears to be; the only stats that appear relevant are 3x vision up (the game appears to be unplayable without at least 1x vision up), 2x accuracy up, 1x fear OR 1x dash (either-or, don't need both, and these are only ever necessary for misclicks or the boss) and attack upgrades.
This is especially galling considering there are so many different skills and effects (such as rebound) that are ultimately simply useless. What's the point of "Hawkeye", a skill that increases your vision by 3 for one round, 2 for the next, and one for the last over a skill that just permanently gives you +1 vision? You only need 3 vision anyway, and the aforementioned temporary buff has use limitations as well as cooldown.
Using choke points, you will never get overwhelmed, you will never take damage, you will never face any challenge.
-Another point against the game is the skill use counts; you won't be using skills for anything other than misclicks, streaks of unfortunate misses or bosses, and you'll have 'em full charged whenever you need them. So having them appear in chests what feels like 33% of the time is entirely unnecessary as the enemies drop way too many of them.
-A third point against the game: Enemies walking over drops destroy said drops. This doesn't do much for difficulty - again, you'll just range kill everything and have nothing to worry about - but is incredibly annoying for meta-progression as well as keys being destroyed.
-Finally, the treasure chests. Most of them contain healing, which is useless. The majority of the others contain skill usages, which is even more useless if you don't have a usable skill.
So how to fix this thing in four easy steps? Simple:
1. REMOVE bad skills and INCREASE skill choice. Ideally, have there be three CATEGORIES of skills, of which the player is offered one each level up.
This would mean that the player is offered one DEFENSIVE (+armor, +hp, etc), one ACTIVE (Brutal Arrow, Dash, Fear) and one OFFENSIVE (+Accuracy, +Damage, +Vision) each level up, making the game much more consistent and much less frustrating when you get bad skill RNG (and to those wondering, no, you CANNOT win with just Hawkeye upgrades).
2. Remove skill usage counts, and replace all skill refill drops with cooldown reductions. Replace skill count refills in chests with something more useful, such as metacurrency.
3. Enemies should not be able to destroy metacurrency, keys, or healing when they are at full HP. Also, the player shouldn't destroy healing when at full HP either.
4. Chests should offer healing ONLY WHEN BELOW FULL HP. Otherwise it should just be metacurrency.
And finally, a suggestion for improvement:
-Add special munitions, found in treasure chests, which are limited use but offer powerful effects. Serrated arrows can apply a bleed for 33% of the damage each round for 3 rounds. Cold Iron Arrows can disable movement abilities for 3 rounds. Blunt Arrows can stun the enemy for a round. Piercing Arrows can ignore enemy defense. Poison Arrows can prevent all healing (contingent on there being enemies that can heal later on). Etc.
This would add depth to the game while maintaining simplicity, and would also offer SOMETHING INTERESTING to be found in chests, rather than "Oh hey, here's the 16th chest in a row offering me healing when I haven't taken a single point of damage yet".
When the game will be released I'll put up an official review.