Amazing update here, I'm working my way through level 2 - visited the thread because I was stuck trying to figure out mechanics for the rockets - I was sure there was a way to deal with them, I just hadn't figured it out (I've only had time for a couple playthroughs).
I'm 100% onboard with the zero progression design choice; I generally dislike meta progression, so this game feels like it's made for me. Comparisons to "I want to be the guy" seem a bit misguided as that game is intentionally difficult and punishing to an extreme, while this game is difficult but mostly fair. I would imagine that you, as a dev, can probably complete most (all?) runs regardless of RNG on skills/enemy spawns, and this game doesn't require physical dexterity so it's just game knowledge + strategic choices.
I think the addition of the Demonicon is welcome. I find it a bit tedious to have to capture them...but whatever, it works, it's just nice to have that info available. I'd like more info in there - we can see their HP easily in a run, but seeing their attack damage would be very cool - it's hard for me to catch that in-game sometimes. The hints from each ninja for capturing is interesting.
I agree with other players that have said giving hints or some other kind of information about the rockets might be useful. It's been fun to go into level 2 and have to learn the new mechanics, I haven't put in enough time to give any balance input - but if I were going to make a suggestion, it would be to continue making information (and/or hints) available to the player somehow. You seem to be going in a direction that makes some information more easily accessible (I haven't played in a few months) and I like the changes in that direction.
Other comments have mentioned this and I agree: I find the crane game minigame a bit too slow. It's fun to accidentally discover easter eggs there, but the speed of the arm on return and especially the time spent waiting for it to stop swinging before lowering just feels like a waste to me. Maybe I can develop a skill to move it left/right against momentum to stop it swinging faster...you've made good design decisions elsewhere so I'm sure you'll change this or keep it as you see fit.
This game just continues to amaze me every time I revisit it. I appreciate the time and effort put into design and development! Cheers.