Hmm, it definitely had me at the start, but then lost me hard unfortunately. I liked the presentation and concept of the game, the combat was a bit brainless and mashy but satisfying nonetheless, the hovering inventory mechanic seemed interesting, and so on. Seemed good! But then...that was all it had. I tried going through several more levels after beating the first, but it never seemed to evolve beyond that initial first level: in fact, sometimes it seemed to devolve by requiring way less resources, so little in fact that I could finish a house before enemies could even spawn! It really weirded me out that it just kept looping without any sense of progression: I seriously thought the game was bugged out in some way and had me stuck in purgatory, haha.
Overall it definitely feels like the game has potential, but its design just felt so confused to me. Why do the levels keep looping with random up-and-down requirements instead of increasing in difficulty by requiring more materials and more structures and such? Why are the enemies so braindead and lacking in variety or escalation as the day goes on, since coupled with the fact that I can attack so fast without getting tired it makes it so easy to just form an impenetrable shield of slashes and never get hurt? Why does it wait so long for enemies to spawn when a level starts when the enemies are what makes it exciting? Why does it take so long for the inventory to burden the player in any significant way when it could be used to make some exciting risky plays (do I go back now or do I risk getting everything for a single trip)? Why isn't the orbiting inventory used in some interesting way, like maybe becoming a shield that can get knocked away, or becoming throwables to take out enemies, so you need to re-pick items up? And so on and so forth. For me, it felt like an ok prototype, but didn't flesh out the design well enough for what it's core conceit should be.