i saw you posted in the godot channel in the gamedev discord, so i figured id give it a try.
sick vibes, an interesting spin on the pacman genre. the art direction, despite being relatively simple, is amazing. i enjoy the roguelike aspect and the clear differentiation between the enemies.
i played 8 runs and made it to floor 4. i really enjoyed playing, but im going to list as many criticisms as i can with the hopes of seeing this game improved, as id like to play more.
- the coin hitboxes feel a little small. there were times when i go down a tunnel and find myself turning back before actually getting the last coin.
- the skeletons were somewhat irritating, sometimes i wouldnt realize where they were before they were awoken.
- similarly, id prefer there to be a line-of-sight feature with the skeletons instead of just a radius.
- the spell durations are a bit hard to track, as i cant really look at the bar while playing, some audio cue would be nice.
- a change in the map generation to prevent long hallways from spawning would be nice (sometimes i had to walk 8 blocks into a hole to get all of the coins).
- some blessings should only appear later in the game, like the basilisk one (maybe this spell can be unlocked once i discover the basilisk? but it felt like it wasted one of my blessing slots)
- sometimes the slime and mindflayer AI felt very similar, but perhaps its just a consequence of my movement patterns?
- being forced to take a curse feels not great. it would be interesting to see some balance related to collecting all coins and bypassing the curse or something. it would be nice to reward players for playing well (despite just money)
again, great job!