The greatest merchant is whoever got me to buy this unreturnable piece of trash on Switch, and clearly not the character you play. For one, everybody knows the price of things, except you. There is a set price that everybody agrees is perfect for each item, and only you have to look at their reaction to figure it out. And the people in this town are weird. They will pay 4 times the price for a LEAF than for an entire iron ingot, because it comes from a harder dungeon. And they will buy ANYTHING you put on display. Your customers don't feel like customers. They feel like every other merchant from other video games where you can sell stuff took a vacation, put on a disguise and went to this game to buy the same crap from the other side of the counter for a change. Reinforced by the fact there is nothing else to sell than your adventuring loot and/or tools. You don't even really need the money. You don't eat, you don't actually need sleep, get all your wares for free from the dungeons and you somehow don't pay taxes. You don't die either. There are no certainties in this realm. Fly you fools ! I'm pretty good at the game, careful, pretty much unkillable, but you know why I lost a lot of my dungeon dives ? BUGS ! About as many as you would expect in an insect collection. Getting stuck in walls, decor, out of bounds or having the teleporter simply not work properly, right at the end. And how the hell is that guy rolling around with that huge backpack ? You're supposed to be a weakling carried by the bravery and the best items money can buy, you don't level up, or anything. but you're carrying a whole shop's worth on your back and doing acrobatics that would put Olympians to shame. And how the hell did nobody beat any of the dungeon before, while you can ? This world has dedicated adventurers ! I ended up finishing it to see if the story was any good. And while not great, it was at least not worsening the already abysmal experience. Except a big chunk at the end, there is no story in this game. There are pieces of paper telling what basically amounts to clues as to what the story could be, until it's all revealed at once after the final boss. You know when I would really question my life choices as a game designer ? When I make a game where the most enjoyable part is the inventory management. Most items being cursed or weird made that challenging and fun. In short, it's a terrible buggy roguelite, ruined by a terrible, "video-game logic" through and trough merchant experience where the best part ended up managing your inventory to get back most of what you could from your dungeon explorations.