I still hate how conveyor forks always sort Up>Right>Down>Left, no matter which direction you're approaching from. No matter what you do, you can never set forks to send boxes left first, or up last.
Get rid of the platforms that you have to jump on to control. The character's jump is way too floaty to be able to use those things with any kind of precision.
Everything is so horribly slippery. And when I tried to land on a moving platform over a pit of lava, I clipped right through and lost all my progress.
Oh joy, another game of "Guess How The Developer Thinks". I sure do love it when it's impossible to puzzle out the solution without trying everything out of frustration.
Be honest, you were trying to make a regular platformer, but couldn't get the hang of horizontal collision, so you just gave up and made a creative excuse instead.
Correcto! Listen, If you think I'm SUPER PROFESSIONAL at this, then you are not correct.
I made this while I was playing Risk and waiting for my turn. 4 hours isn't enough to make a platformer.
For added flavor, I highly suggest you change the "Improve X" technologies to have a wide variety of names to correspond to the myriad discoveries over the whole of human history. For instance, "Improve [2nd tech]" can have names such as the Wood Axe, Vegetable Oil, Coal Mines, Oil Wells, etc.
We'll put our brains into it, it might take a while we required too many tachnologies in order to balance the game but it's something we'll definetly try to improve!
@moingboy: More generally, it's based on NetHack, which Brogue is a variant of. Unfortunately, this game takes the meticulously crafted balance of NetHack and breaks it completely, with the grossly overpowered Monk class, infinitely respawning enemies, and the exclusion of hunger and carry limits.
And is hunger going to be implemented at some point? Because it definitely looks like the adventurer can wander around forever so long as they don't take too much battle damage. You can't have a roguelike without a system to force the player to keep moving forward, after all.
Another thing: I think you should be able to change the adventurer's AI at any time. Wander causes the adventurer to stay too long on each level, and Explore causes them to descend too quickly. Switching between the two would allow us to strike a good balance.
This is a great concept. I have some suggestions: Can you change the Game Log so that it's the first tab? (It's the most important for being able to intervene on your adventurer's behalf). Second, can you have the log sort by newest on top rather than oldest on top? Third, can you give us some controls over the game speed, and the ability to pause?
I've tweaked the solution detection slightly from your feedback, thanks!