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Yeah, I wasn't sure how aggressive to make the quining.   It could be very aggressive where just waiting in place in a standoff ends the game; but that gets a bit frustrating and error prone.

The game-design intent is to encourage more aggressive gameplay.  Roguelikes often have to balance against safe & cautious vs aggressive gameplay.  Usually you can trade time for safety in a roguelike; leading to optimal play being very slow and boring.  Some of the usual brakes on this are:

a) Global count down timer to win the game

b) Non re-spawning resources leading to attrition

c) Players just finding that playstyle boring and choosing not to do it

d) Hunger clocks

Quining is a different take on that limit.  The spell lecterns producing infinite spells makes, in a normal roguelike, the optimal gameplay of one going back to always "refill".  However, if you do that you stand a high chance of finding yourself repeating a state.   Likewise; the monsters don't charge the final step to you if you can instantly kill them.  This means you can do a dance to try and avoid them and reposition - spend too much time fiddling around trying avoid getting hit and you can end up in Chess-Stalemate of repeated board positions.

But if you play reasonably aggressively I think you can easily avoid the quining trap.  I kept the balance on the easy side as well; which probably means you are less driven to seek the cautious gameplay.  But at a meta-meta level, I kind of prefer people being able to "win" a 7DRL than have one that is too well tuned; especially when it is art-heavy and we want people to see the full extent.

Interesting, I didn't realize the AI was "don't charge the final step to you if you can instantly kill them". In practice, because there's no reason to attack a monster you don't intend to finish, it just means the clock spiders have unique AI which in some cases makes them more dangerous than the higher-health enemies. 

I have something vaguely similar in my submission, where at a certain health threshold, enemies will stop stepping next to the player, and have a 50% chance of hopping backward instead of attacking.