Really liking this! I did experience a bug where one floor is stuck with a level 1 adventurer who wanders around the tavern and never goes inside, preventing anyone else from using it. Luckily it's floor 1 so it's not costing me much by having it broken.
Overall, loved it. Some feedback:
- No way to sell/remove deprecated monsters and traps means the window slowly fills up until you can no longer confirm choices, effectively softlocking you.
- Since monsters cost resources and traps don't, it's often less effective to try to synergize trap - monster layouts. Instead, all the traps up front and the monsters to clean up is most efficient, since any monster who dies killing an adventurer is net 0 profit for you. Monster types that don't cost souls or refund souls in some way, trap types that cost resources, or even a way for a monster to retreat from battle, saving resources, could alleviate that.
- Poison and Bleed are such dominant strategies that there's often little point bothering with anything else. Just 1-2 Iron Lungs up front, 1-2 Laser Grids next, and then 1-2 high level monsters beats any party. The game is most fun when trying to concoct interesting synergies between traps and monsters, e.g. placing spiders adjacent to your best traps or stacking bleed before a fight with a vampire. Maybe Poison and Bleed could be nerfed, but more monsters which synergize with these effects?
- Ale sales accounted for more than half of my money for most of the game and there isn't much to spend souls on. More currencies, more unique currencies for higher level adventurers and upgrades, could help pivot the player away from the early-game inn stage.
Really looking forward to seeing this one develop!