You can see if fullscreen is more your style (Alt+Enter) but beyond that there's no other way to change the window size yet.
Thanks, that's much better!
So I played through a few more rounds of DMW and understand it better now.
I still like how the game doesn't explain anything about itself. It lends itself to an experimental kind of play. It's more interesting than learning about your inventory through scrolls of identification. In a larger game, I might find it tedious, but here the scope is small enough for a player to understand most or even all items in less than an hour, and the duration is short enough that a fatal misunderstanding only sets the player back a few minutes.
Most normal enemies are nonentities, even in large numbers. Bosses are the real threat. They all seem to be unique in some way, and they're dangerous without being unbeatable. Unfortunately, the game doesn't offer a huge number of tactical options, so most of the time the best strategy seems to be to attack for a little while, then duck behind a corner to quickly heal.
The final boss is more tedious than challenging because of his reliance on minions. Any bloody-type piece of equipment will make victory a foregone conclusion, but the fight ends up taking a long time because he keeps summoning zombies on top of himself so I can't hit him.
I really like your secondary, permanent health bar. It combining the permanence we all love in roguelikes with a little bit of mercy. It allows for Pyrrhic victories and makes it worthwhile to play cautiously even in encounters that aren't life threatening. Your healing potions are almost exactly the same as Dark Souls's estus flasks, and they work great. I wish more games used them.
Your trinkets are clever. The first time I saw them they seemed like some kind of crazy enigma, but the game gives enough clues that they're actually not too hard to figure out. Their names do a good job of hinting at the item's function without giving it away completely.
Overall, I'm a fan of your game mechanics. They're simple and effective without being generic or traditional. If you make anything else in the future, I'll definitely play it.