It was a good Idea but is imbalanced
So you took the inventory system from RE4 and turned into a game which is a neat concept but your random weapons make no sense in a strength sorta way. For instance I found that two broadaxes make my power maxed out on attack but a broadsword which takes the same space is weak? The whole point of more space taking up items is to assume they would be more powerful. You can do the same with two chest plates and two giant magic bottles. Finally is the ranged weapons this bar is the most broken and the most pointless to invest in. You put ammo in but don't give the weapon or vice versa so idk why you put ranged in because anyone who invested in trying to raise that bar mind as well restart the level and also wouldn't result in luck sometimes being the decider of the final out come. Finally is the leveling up of equipment it happens too fast I had everything maxed by stage five and why doesn't it just sell automatically if you press continue that makes no sense to me. Is this servant guy so thick he can figure to sell what the champion doesn't need? In fact this would balance it a little because you wouldn't get paid til after you beat the monster actually making the game slightly difficult. These were the only few issues but you managed to make it boring to me after I maxed the grid and inventory space because I didn't need to care about the gold items which freed up inventory space. The difficultly never ramps up the belt doesn't move fast and you can prevent an item from leaving the belt by dragging it a little. This game was made to easy but if you fixed these problems I think it would be a great game.