So, as you may have seen from the Summary, this game is meant as a simple, fun experiment with exploration and fundamental RPG decision-making gameplay (as opposed to most mainsstream JRPGs, where the characters and stats level up independantly and you have little to no control over the actual experience).
To allow this game that basic RPG feel, I chose to open the whole world up and really let the player choose what to do, where to go and how to respond to random events and situations. There is a degree of linearity in which the monsters get progressively stronger, but there's nothing stopping you skipping those areas altogether, or doing them in the order you want. Plenty of mini-areas and random events are around the place for you to do whenever you feel like: Wee Hero is basically an exercise in side-questing.
But opening it up also leads to balance issues. Discovering the hard way that this cave is too high level, or accidentally finding rare materials and crafting a badass sword to mow down everything you find. Things like that can negatively affect the playing experience, and I'd rather it be open-world and free, but that every path you can choose is (fairly) equally balanced, or at least playable. We don't need that one exploit path by sneaking past the super-baddy for his goodies.
Saying that, my tests have gone fine so far. The difficulty curve does seem a touch erratic but that seems mainly dependant on whether or not I saved up materials for a higher weapon to craft, instead of taking it one step at a time.
Regardless; the first continent is not too long from being finished, and is at least an hour+ of gameplay (and I've not added in any flavour characters/text yet, either) and think I should probably make sure that that's balanced off before jumping across the pond into the next section.
If anyone's interested in Alpha testing a game around crafting, exploration and a bit of light-hearted fun, just let me know :)