At the top room with the barricaded door you can go upstairs and jump over the top right side to get on the other side of the door. Not sure if intentional. If I was supposed to go back downstairs somewhere to unlock the door then I'm grateful for that bug (do the runes mean something?).
That actually is intentional, I had that in mind as a cool scene for the Barbarian working around the Necromancer's final defense. I was kind of worried about that route being to jarring a change from most of the level design, but so far everyone that gets that far seems to figure it out.
The runes are just decorative, though I had at one point in mind to show some swirl off of the walls and around the Necromancer for the transformation scene.
When continuing the game there are a lot of rooms that throw enemies/projectiles at you right as you spawn which is really frustrating because there a some situations where you can't avoid getting hit in the first few seconds, sometimes because an enemy may spawn so close to you that you can't kill it fast enough without the sword upgrades.
Now that you mention it that is something that needs some polish! Or maybe going the way of adding a few seconds of invulnerability after a continue might be an effective way to fix that.
It's not bad ^.^ The levels seem really well put together, so you need to plan ahead to be able to get through. I also found the subweapon system kind of cool. However, the stairs seem really glitchy, It's way too easy to fall through them and I can't jump off of them for some reason. I also think the platforming physics could be improved somewhat; I know it's not realistic, but gamers generally expect to be able to change direction in midair.
Thanks! As Moloch said a lot of the physics are intentionally archaic, which is probably an acquired taste

Wait is 1.0 out!?!?!?!?!?!??!?!?!??!?!?!?!
Not quite! (Have I mentioned that you're in the credits for hounding me to finish the game though?

)
Ok so I tried it. It was alright. I thought it was kind of cheap at times because of the enemy placement, I must of died like 50 times in one room from the enemy placement combined with the knockback. It wasn't TOO bad but it was enough for me to consider rage quitting. I thought the first 2 bosses were pathetically easy, but the final boss was crazy. I could barely dodge his attacks. I finally beat him, with 1 HP left. Then there was a second phase... with no health restore. Really dude? I dunno I found that a bit unreasonable and stopped playing after that. The gameplay was actually pretty fun but as I said: some of the enemy placement could of been MUCH better. I enjoyed the castlevania style graphics as well. The soundtrack was excellent. Overall, it was alright. 6/10 is my rating for it.
Thanks for the thoughts!
A question for those that did make it to the second form of the final boss (spoiler? highlight):
How long did it take you to figure out (or even were you not able to before dying) that to destroy the Lich you have to hit its Phylactery (shiny orb thing that flies around) and that hitting the Lich itself causes no damage? One of those other gameplay things that I'm trying to figure out if I need to make more apparent, and possible visual cues to do so.