Appreciate the feedback! About the enemy spawns, we actually planned for and made enemy spawn indicators but ran out of time. I think our main issue was spending half of the development time on making a boss for the game which isn't even going to be reached by most, but gamejams are for learning after all :P.
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I feel that. As a solo dev I tried to spend as little time fighting my engine as possible. You also have to ask yourself what kind of game you are trying to make. With how frequent you go between levels in a roguelike the repetitive stuff become much more noticeable. To be far there are some repetive stuff in my game since it consists of delivering packages to very few areas and it is time consuming.