Deep: The town gave me high hopes, kinda wished the quest was more complete. The pokemon trainer class is too underpowered to use with delayed wooden sword damage, and even with the the heart containers I could collect level 1 has some rooms that just are no fun with such an attack. The rage mage was much more fun to play. Also, a lot of block puzzles that are really annoying due to some other gimmick, that one large puzzle room in level 1 where the undercombos are spikes might be too much if the final version gives the player less heart containers by that point. And the other dungeon where enemies cover up the block trigers? No idea how to do that one without going insane.
In short, it has a lot of potential, but some design ideas do scare me a little.
Russ Quest With The Title No One Will Be Able To Remember: Feels complete and has some thought put into it, sorry I'm not a huge fan of combat-focused quests. Also, only one extra life and one bow "power-up" showed up the entire quest, and only really early on. Makes them seem too rare to be useful.
Fedora Toss: A clever puzzle game, but I feel like I'm playing a lemmings game and jumping past the early difficulties into a higher one. It could use more "fun" levels where the player can experiment without so many blocks that stop the fedoras or so many trick shots where you miss and die.
Spirit Forest: Easily my favorite. Its short, but there is a lot of though put into the design. Defensive mode was fine, but it is really hard to kill things, I suspect looking at the gear and the enemies I faced that survival is Offensive mode isn't that fun. Pretty interesting trade-off, wonder how it would apply in a longer quest.
Mutant Robot Zombies In Russia!: Zombies are totally mummies, those sprites are great! Pretty simple concept, I suspected the joke with needed to buy larger wallets but thankfully money grinding wasn't too bad. The only off part is the one room with all the fire shooting zombies: the room layout and enemy count makes managing the the enemies really hard, and the rooms after it are much easier in comparison because there are not so many enemies to worry about, even if they are stronger.
From what I'm reading everyone assumes my quest is either short or broken. Lets just say Level 1 is a Metroid moment: it's trying to teach you that you don't need to complete a dungeon to unlock more of the overworld, by giving you the item needed to unlock more of the overworld... and not the item needed to advance in the dungeon. I do give a hint about this, in a rather silly worded way. But then again, my quests usually focus on exploration over combat.