The game is great. Backstory that actually makes sense, a rare thing these days. Humour, the same. Addictive and challenging gameplay. Auto-tuning enemy generator that produces stronger foes as you do more damage - brilliant. A true star in this sour age of idle clickers. I played all 3 builds to the end and enjoyed it a lot.
However.
The plot does not connect to gameplay for me. If the demon wanted the jewels and already had all the items then the most reasonable thing for him to do was to equip Juliet to the fullest from the start. And why the demon could not do the thing himself? Why Juliet does not die once killed? There are a few gaping holes in the logic here and there.
UI tip: there's no need to differ the attack action Z from interact action E.
Typo: Stiletto. A pair of silver knife... (should be plural 'knives').
My call is 'heavily unbalanced'. I kind of see the idea: first game was relatively easy, and this is an effort to make things more challenging... yet it just lost the balance. You clearly cannot go thru without dying, a couple of hits rips you of an armor (if any), next couple of hits sends you to the afterlife, enemies are swarming you out of nowhere and, like, a lot. And sometimes you are shot from the offscreen. Then you hit 'space' and you're back healthy and sound. Just what is the point of dying if there's no point of not dying..?
Crafting high-level items is a pain for you need to stepcraft, like, 8 lowest level items, then 8 next level, 4, 2, and finally the very item you want. 3 items per set. Several characters. And that will double for next level of sets. 'Ladder Craft' option for crafting a single item in a single click (I don't mind waiting for all appropriate items to be crafted one by one or rallying the process)? Pretty pretty please?