Mouse + arrow keys is a horrible combination for right handed. For instructions, you tell to "analyze the game", and game does not provide any instructions. Saying things like "Sorry i dont know the walking thing" on the game info is just embarrassing. Nothing Happens after you die, but it actually takes effort to die beacuse you can just walk throught zombies and they disappear. Absolutey horrible, sadly I have to give it 1/5, beacuse I can't give lower.
"My brave warriors, I command you to destroy those 40 mosquitoes who pester our kingdom."
"Oh yes my lord, we need 57 hours to prepair for battle against 40 mosquitoes."
The rogue is still almost unplayable. You pretty much have to pour all your skill points into stealth in order to survive (and still it is possible for monsters to notice you from 5+ tiles), meaning that you're stuck with EP good enough for 1-2 attacks and very low damage. Stealth critical itself isn't enough to 1-hit most enemies as the dagger has very low base damage. Poison is nice addition to dagger, but when there are lots of enemies, hit and run-tactics does not work.
You've said 'almost' unplayable so we're making progress Huzaa!. He still needs two more talents so there's room there for improvement. I've also changed his starting weapon to a spear which has a higher base attack and lets you attack with one less tile to sneak up on him. I definitely want to keep the rogue hard to play. I'm looking for ways to fill those last two talent slots without just turning him into another combat machine. I've spoken through email with a very helpful fellow designer who has beat the game with rogue and he said he was often times clearing only 1/4 of some floors. This is what I'd eventually like him to move towards. Part of this may require some alternative way for him to collect exp that doesn't encourage him to kill everything. Thanks for your feedback! Every bit helps.
that's an interesting idea! I can definitely do that! I'll let you know when the autobattle quipper is added :)