Consider redoing stress in dungeon environments, make it more like encumbrance, go past a certain stress level and you suffer battle penalties, not automatically go home when you're standing right next to the chest you worked so hard to get to.
Consider a "get me out of here" button from dungeon maps that exits at the current stress level without having to walk all the way back to the exit. Useful for when you exited a dungeon almost completed.
Otherwise a fantastic game, keep up the good work!
Skills are too hard to get and do too little. Consider making them easier to obtain and more useful in battle so that using them is a choice. Making them more useful should increase the depth you're able to present in battles.
The game feels like its a choose your own path, but is tailored for str or int dungeon crawls. Consider paths for jobs/skills, develop your agi path better.
Constitution is too powerful, but maybe because its effects are exactly known when the effect of other stats aren't. In general, consider making more things "known" what stats do, what the next dungeon req's are etc.
I loved this game, managed to get the Tier 1 Hero of Legend result after a week with a pad and paper.
That said, there are several flaws with the game I'd like to note to the developer.
Dungeon fights trigger way too much stress, you get double hit, once on stepping onto the tile and again after the fight. It ends up triggering about 10 stress, which is kind of excessive.
Change how the "secret" rest areas are available from the adventure locations. It's really painful to have to grind the adventure locations for 10+ weeks because you were are out of favor with the RNG gods. Especially as they are the key to a tier 1 result.
The game by far favors the caster more than other advancement routes. With two early dungeons, an initial job that increases stat, the best damage in the game and enchanting synergy, you really put the other advancement paths at a disadvantage.
(cont'd)