tip 2 for the challenge run because i forgor: unless you just entered an area/you're explicitly looking for a certain modifier on an equipment, scrap EVERYTHING. double check the stats on high rarities like red or above, though, as those can have phenomenal stats, up to 3 different types iirc
a bit of tips for people who also want to attempt the same challenge run as the one i'm currently on though:
1. due to your lack of base damage, anything that grants X% extra damage is effectively worthless, except for one skill: more damage against 3 or more foes. this is an absolute game changer, allowing you to damage every foe on screen until they're almost dead, before switching to another that's at full health, until everyone is one shottable.
ngl the replayabillity factor kinda drops after the third playthrough, but personal challenges such as "no items" or "no level up bonuses" keep it refreshing
rn i'm doing it with no swords and no damage from level ups
got to the first goblet but need to grind more to get past the poison enemies
also "the fight may be broken but it's my first game like this so that cancels out the fact that i knew it was broken before releasing it but released it anyway"
need i say more?
on a more serious note, despite being made in the year of good fangames, this test engine delivers a worse experience than an average scratch fangame. it's fine for a first try on making a fangame, but the fact that this is apparently the engine(and therefore baseline) you're going to use in the future is less than okay. i suggest you watch many more tutorials and learn how to code in other languages instead of pouring all your time into this specific engine. who knows, maybe if you put in enough effort, you'll eventually be able to join the teams of the aforementioned good fangames, or even oppose them entirely. just don't put all your eggs in this basket, it's not worth it. if you want a real example, bad time simulator.