Nice quest so far and I hadn't noticed any bugs until this one. Unfortunately I think its a game-breaking bug
When I defeat the boss of Moon Meadow in part two, I get stuck in the room and I don't get the last piece of elemental ore. And without the last piece of ore I'm completely stuck because the story can't go on.
I'm playing it on the hardest difficulty and I'm on 70 deaths so far and for the most part I'm enjoying the quest so far. You have different modes of difficulty so I presume that the hard difficulties are your attempt to win over the challenge quest players. The difficulty is there and the quest is certainly no pushover but it feels artificial and unnatural. Its kind of like someone has written something in their native language and then put it through Google translate and I'm hearing the translated version which has all kinds of syntax and grammatical errors. I can immediately tell that this guy isn't a native speaker but I understand the message.
So why does it feel so artificial and unnatural? First, the experience system can be exploited if a player spends enough time grinding up to the part where they need relics to continue levelling up. If a game allows a player to manipulate the difficulty through grinding then they can legitimately make it very easy and the challenging difficulty is gone. Its like Zelda 2 on NES - a player can make the early game very easy by grinding XP and levelling up. Second, there are blades of grass everywhere. A player can refill their life and magic whenever there's just a single tile by grinding and that can never be allowed in a very difficult quest. Third, items that decrease difficulty are hidden or can be grinded for. There are heart containers, magic containers and relics that can be found throughout the quest and are hidden behind secrets. If you miss these secrets then the game becomes much harder. But if a game is centered around hard challenge then it shouldn't be about how good a player is at finding secrets - its about how well they fight in combat.
Its quite obvious when playing the game that the central theme is puzzles, secrets, nice graphics, easy difficulty which is what I presume that you enjoy. The kind of quest which appeals to the modern Nintendo Zelda player which is the vast majority of the player-base here. The difficulty buff is quite cheap and therefore will never win over challenge quest players compared to a quest whose central theme is the challenge of the quest (see Liberation of Hyrule, Armageddon Quest, Mike's Fun House, Isle of Rebirth Heroic). What can you do about all this? Not much I'm afraid - you're bound by the first and second laws of quest making. Only professional developers who are out to earn large profits from challenge quest players would ever spend large amounts of time making a quest that they themselves don't really and truly enjoy deep down.
Finally, I predict that this quest will "sell" well. You should expect a large fanbase with lots of 4 or 5 star ratings on par with recent hits like Rite of the Storm and Yuurei.