ngl, for 30ish hours, you did a real good job!
For the gameplay, ofc id love to see more trap rooms. But other than that, I was a bit confused with the ai of the guy. Like sometimes he'd explore every room in its path but other times he b-lined it skipping some side rooms
Id like if it were more consistent with deciding between going through all the rooms or just b-lining it to the treasure
Most of the time, it did go through almost every room, which did make it a bit too easy
I found the strategy of having longer hallways with ballistas at the end to be the most effective
Also, when the cards appear, they hog up all the screen and it becomes hard for me to see my layout and plan as to what i can take to get the most out of the card.
So maybe the cards could be smaller and locked to the bottom of the screen?
I also think that being able to rotate the pieces also kinda takes away another challenge to plan better layouts instead of just randomly placing pieces. Though that could also cause the problem of a piece not being placeable on the layout essentially softlocking the player. Idk if its a good idea or not, but laid it out anyways :var:
The game does get a bit boring pretty soon as there are only 2 options for now, but thats definitely not a permanent problem. Though im glad for the speed buttons!
The art is pretty simple but still fits and looks really great!
Also, i did find the theme implementation to be a bit confusing, as you mentioned, the treasure is ours and the adventurer is the one trying to steal it. So isnt HE the villain? We are just trying to keep safe what is ours :var:
Overall, I love the idea, and also would love to see more traps added.
This could get very fun if you work on it further, but i wonder if you will :var: