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"The rogue AI has been defeated and the city is now safe."

The first time against the boss I activated the Soul item (among other ones) then realised that it had killed me so the second time I didn't and won. I got confused at first by the lack of item to pick on some item spots indicated on the map, not that's it's either a good or bad thing, just a loose note ;). 

I'm glad you suggested to try to figure out the hps of the enemies to kill them before they play (or play twice), I wouldn't have thought about it and I enjoyed doing just that.

The game is well rounded, everything fits together. It's fun to play, trying to remember what the items do and use only the worthy ones in the middle of the action because activating all of those anytime is bad, the combat system is fun, the difficulty is appropriate for a jam and the game ends with a satisfying boss fight.

Thanks for sharing!

(+1)

Yeah, the map is literally the one I load and generate a level from instead of a real-time map. It was a compromise for "Getting something working for the jam" where I wanted a Rogue AI mastermind to be my major mechanic experiment.

The blue spots are "potential spawn points" the AI is looks at. There's a "gamemaster" system behind the scenes tweaking the map, locking doors, shuffling/hiding items, placing enemies, etc. Ultimately though, I disabled soft-lock risks (Locks and Keys) and ensured made the AI place things conveniently. Even the map was supposed to be an active program, but I wanted it approachable.

I'm glad people seem to appreciate it though, this was a particularly rough jam for me. I had like 10 ideas that I wanted to play with that the theme's conveniently dodged. I had zero inspiration and this was all-hard earned steps. (Fun Fact: Everything about Rogue AI was inspired by Hans Grueber in Die Hard which I'd wanted to make into a dungeon crawl)