It's difficult to remember who or where a 'quest giver' was. It would have been nice if the game included a location or a name in the questbook.
Enemies had too much health. It made every stat but Strength feel unimportant when it takes 10 or more swings to kill one enemy. But when I do put everything into strength, it doesn't feel as though it's making any difference. The only real difference comes from equipping new weapons. The prices are so vast from each new item though that it makes it difficult to upgrade. So to combat that difficulty, you are forced to spend your one point per level into 'gold'.
The game, overall, needs more balance in terms of how the stats increase the ability of your character and how it affects the enemies around you. As another user pointed out, the equations for how dodge and damage work seem to be off and it makes your decisions for gear and point pools meaningless.
Less health on the enemies is a great start for improvement. Health does not equal challenge and I felt that you used health as a 'crutch' for an easy 'challenge'. Simply giving the enemies an attack to use or an ability can create challenge. Forcing the player to go through a gauntlet of enemies without any breaks or potion refills is another way to introduce obstacles.
Allow some invincibility time each time you are damaged. It is so easy to become overwhelmed later in the game by a group of enemies and becomes hard to escape from a corner. There's a reason why classic games knock the hero back and grant invincibility when damaged. This allows you a moment to regather yourself without getting overwhelmed in seconds.
It was also random how, in a forest filled with death, there were NPCs, quest givers, and shops randomly placed. It stood out as odd and 'careless' on a design level.
Lastly, and it is a nit pick, I would've liked the hero to have a more interesting design instead of just a kid with a red shirt.
I felt that you had more fun designing the game instead of 'making it work' and balancing it.