Thanks for playing it diabolodev. Let me give an answer to some of your points :
- Compared to old versions, it's not more about "floors", just your "levels", as in experience levels
- Paths are just neutral Opportunities, they do not change any other variable
- There's indeed an intent to make the player manage lantern, health and spirit, but from the playtests I've seen so far is that it only becomes potent when the player is being under pression. And this pressure is dependant on his abilities, just like a game of Tetris depending on the level reached. I don't have a better formula so far to better calibrate the player level to lantern time
"Grinding" for scrolls is an intended mechanic. Maybe a Scroll is not the perfect item to indicate the process? Monsters can give more XP but are less safe.
The game intent does not reveal itself until you reached a pressure level. So I guess I would need to make sure player hang in there until they reach it.
Thanks for the feedback, don't hesitate to propose ideas if you think the game could be more for you.