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(+3)

Definitely a roguelike prototype for sure :) I was amused that inanimate objects seem to use the same data structure as enemies (and behave like party members, even though they can't do anything). Implementing a fog of war would be good to force the player to explore, since otherwise you can always see where the elevator rope is and just go directly for it. I was a bit confused by the game sometimes referring to party members by name, and other times simply referring to "You".