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The fact that you can complete the game with any weapon is by design. I want people to play the way they want to, the way they enjoy. There will be many more enemies later with all kinds of special abilities that will challenge you differently.
It's also by design that all rooms can be completed without upgrades. BUT, rooms often are much easier and also give access to bonuses if you have the upgrades. This is like this because I want players to play the game the way they want to. You can't buy everything from the tree and you have to choose what you like and what you think is useful.
Potions are extremely useful if you use them strategically. Scanning the room for them before engaging enemies, waiting to be ready for another room before using one, etc... With the skill tree bonuses, you can effectively make a build that is centered around powerups(potions). I personally love these upgrades, but once again, it's all about using what you want to use.
I think the difficulty is at a good spot right now. Some people are really frustrated because the game is too hard. Most people are fine with it. I want to add ways to increase difficulty, but if I do it, it'll be a whole gameplay system and not just a setting. I had a pill system with a risk and reward kind of thing, but I axed it because it wasn't ready. I might add that later.
But all of this is subject to change depending on feedback, so I'm taking your opinions into consideration.
Perhaps you can have sets of rooms that only unlock with the unlocking of specific abilities? I only worry as you keep adding content to the restriction of always assuming a baseline non-upgraded character will lead to rooms with the same answers, and thus blandness because why try when answer A just works too well? Gamers are well known for optimizing the fun out of games.
Regardless, I look forward to future updates. Whatever they may be like.