I like the time pressure. Each run I slowly gathered the significance of the different aspects of the game. I finished in about ten runs or so. Great game!
Good simple mining game. There's a few wonky things with the UI. For example, I accidentally started a few rounds without a digging tool. Maybe implement a confirmation for that case.
Well done game. The story is engaging and a bit vague (which is a good thing). The puzzles weren't obvious but not so challenging that I got frustrated.
The interface needs work, but I love the gameplay. I love disentangle type games. It would be great if you could show where the possible moves are when you click on a piece.
Food "is guaranteed to spawn on levels 4, 8, 12, and 16." Also, I believe every merchant has at least one food.
If you're dying by rats regularly, you're doing something wrong.
If you're running out of food, you're not going through the levels fast enough.
Still feel like the rogue is really weak. I'm on level 6, have 20 stealth, and can't regularly get within two spaces of ballista without alerting them.
It seems incistent with calculation of range and movement. It looks like range is calculated at diagonals = 1.5 movement, but moving costs only 1 for diagonals. that leads to situations where my fire mage could kill a dude coming at me from the horizontal, but not the diagonal.
Still just loving this game. There seems to be a bug... can't access the merchant in the last few games (the dialogue comes up but won't actually go to the sell screen).
One of the things I love is the secret rooms full of monsters... turns into a super fun tactical puzzle!
Great work and thanks for all of the updates. I would give this 11 stars if I could :)
I'm not a fan of the altar's of exploration or healing. I have to run around with low health to get the advantage, and it doesn't seem worthwhile. Some suggested changes:
Altar of healing -> altar of Protection, gives you some temporary HP (+1 per level) which regenerate after a certain time
Altar of Exploration -> regen +lvl HP and mana each time you go to a new level (not contingent on being low HP)
It seems that once monsters are alerted, they don't go back to not alerted; they just chase you all over the place. Am I corrected? It seems that there should be some chance of monsters going back to "?" status when they are out of line of sight.
Some of the dialogue with merchants and trainers is tedious. For example, having to click multiple times to buy a skill for 25 gp, or having to click each dart to sell when I have dozens.
Thanks for playing! 10 runs is impressive!