After about 12 hours in the game here are my thoughts.
Initially I really liked the game. However, as time past here are the things that have really bothered me and why I can't recommend it in its current state.
There are boss fights that are near impossible to beat unless you are set up just right to beat them. i.e. luck. e.g. Furthest I have gone after 12 hours of play time is late fall. On the last run I met the son of something and he had an invulnerability shield. That shield was up about 80% of the time. No way I could beat him with all the spam he puts out.
Very few people have beaten the game. Simply put, if only 3% of players are beating your game on normal mode that is a design problem, NOT a player problem.
That 3% is probably attributed mostly to sheer luck, as I am sure it is well within the margin of error for luck in this game considering out random it is. There are some, what I call, cheap mechanics, in the game, such as that invulnerability shield, or bouncing fire/acid in very tight spaces that can't be destroyed. Things such as that, are why players die, and also why they give up on the game. They feel cheated. For the most part, I like how the levels themselves playout, but I find the boss fights tedious and quite boring, not to mention in some cases cheap.
I would have loved to just see the game as one big tower perhaps, continous in nature, with no boss fights, or perhaps more well thought out bosses. As it is now I am going to put this one down for a while, and put it under my in development category where it belongs. I just find the first two parts, Spring early and late, too boring to trudge through over and over again after I die. There are much better roguelikes out there, with much better balance (Binding of Isaac, Rogue Legacy, FTL, Risk of Rain, SotS The Pit, etc....).
I really hope there are future updates to the game that address the issues I mention. The game has great potential, but I just can't consider this game as finished as the balance is way off (reward/accomplishment system is also near nonexistant).
Additional Later Review (20141129)
Now 40 hours into this game, and I have beaten it on normal now with all but Midas and the last guy you unlock (forget his name). I still stand by much of this review.
While I actually like the game a bit more now, having gotten really good at parrying many attacks and learned all the boss patterns, and with the additional unlocks making the game difficulty more acceptable, I still have to say that the game difficulty could use some refinement.
I still find the invulnerability shields a horrible idea, and just a easy way to make boss fights harder instead of making the boss fights more interesting. The boss fights imo are the weakest point of this game. The last boss types (fighting another character, and that big guy after him), including the final boss are easier than some of the earlier bosses. They need MAJOR refinement. Open up the space, have a boss fight on a big area instead of an enclosed space, and use the environment more to make it interesting (spikes for example).
There is still not much of a risk/reward system in the game, and you are still forced to clear every room you enter (which is against the idea of the roguelike where you DON'T have to fight everything, and probably should not).
Some epic weapons are just too epic, like the twig. I mean, infinite mana, basically?! I could see half or a quarter, but zero mana use?! If you have any decent, not OP, but decent spell combo with twig it is basically game over, you win, unless you get really careless.
So yea, game still needs more refinement, and I do like the game, but I don't love it. Sad part is that I want to love this game, but as pointed out above, some things about it just irritate the crap out of me.
@Bluecard: Perhaps you could come up with something more constructive, or maybe you are just a troll.
@Karob: I appreciate the comment, but well designed roguelikes, the ones that are succesful and actually have people who continue to play them because they are fun, have some level of structure within the game that tempers the randomness such that the extremes don't occur or occur very rarely. I completely agree with the journey, not the destination statement. Problem is I enjoy the journey of this game with moments of severe annoyance, not frustration or displeasure due to losing, but just being annoyed, mostly with the boss fights. I win most all the boss fights, but I feel they take more away from the game then they give. They feel forced, and feel like a very different play style from the rest of the game, the part that I actually enjoy. I just want to enjoy the entire journey the game provides, not just some of it. I think that can definitely be achieved with some rewrites of the boss fights as mentioned above.