A few things bug me playing this game
1) some things just never seem to spawn in the random map generation. I literally never saw the prisoner trapped in a door again after the scripted first encounter despite grinding all the way to level 32.
2) during that grind I encountered missing walls no less that three times. The wall collision works on one side, but both the texture and actual move blocking are missing on the other, which let the player freely walk onto the walls and entirely out of the intended play area.
3) the level up screen shows changes in various garments that should be visible in various scenes, but as far as I can tell they make precisely zero difference to any graphics.
4) I literally cannot find anything to spend gold on. I don't just have excessive gold. I have done literally everything I have been able to find any indication of existing, and NONE of it took gold.
5) The current available player progression massively exceeds the needs and available resources of anything short of simply repeating levels for no other purpose than to level up. I played every level close to 10 times wiping out every available enemy to reach full progression. Even maxing out a single skill requires more than one play through.
6) the logic of relationships around enemy death animations is frustratingly inconsistent. Some enemies will drop items and allow movement through their space immediately upon hitting 0 HP, others only allow movement and delay dropping items until the animation is finished, and still others maintain their movement collisions and delay dropping items until the animation completes. This inconsistent behavior can leave players stuck unexpectedly and when dealing with multiple enemies that can be costly.
7) the pacing of movement commands if often frustrating. Moving into a space and then turning to face an enemy in order to attack takes painfully long with how critical those timing windows are for combat in this game, and the game loves to put mimics in alcoves off of 1 wide paths in certain rooms. My solution would be for movement commands that result in changing direction, but not actually changing the player's space should not trigger the lockout time for attacking and movement.
8) when upgrading prisoner capacity the upgrade only takes affect once either starting a new level or placing a captured cultist on a device. If neither of these things has happened a newly defeated cultist will be automatically released despite having an empty slot in which to capture them.