I don't know if I'm just too early in the game, but honestly I think I'd appreciate knowing exactly what kind of stats and gains each class uses in order to see a point in diversifying each floor for them. Honestly, I'm not a terribly smart or clever person honestly, so maybe it's just something obvious to a more clever person. Otherwise though, nothing really stops me from spamming a shit ton of goblins and kobolds with complimenting traps to lure low DEX/STR adventurers that I (presume) would be classes like mages, clerics, and bards. I play D&D 5e, but my autistic ass genuinely overthinks and can't parse if the stat types each class would use is somehow common sense or universal really. Maybe I missed something that points all this out to me.
I think, were this a more advanced game that actually reminds me of similar works in the wild, it'd be interesting if there was a "feedback/review/demographic" board made by adventures. Clues to help figure out what draws them/their strengths and weaknesses/what might repel them from going into the dungeon. A way to help piece players into strategy and learning the gameplay, and even trying to help players feel clever without handholding depending on how intricate you get into it.
I see a lot of potential, but honestly it becomes a slog when I can't really parse out any strategy that I could formulate to make things go quicker or be worth exploring. That, and given how ridiculous the ramp-up is for enabling the auto-bartender when it takes so long to get money anyways, it feels like I have to babysit the bar without focusing on any of the interesting concept of dungeon building. I dunno-- I'm terribly sorry if this isn't any interesting or good feedback, especially since I'm aware I could be the one at fault for my lack of success and interest. Cute game, anyhow!
First of all absolutely not your fault. The system I initially implemented was a bit flawed for the reasons you outlined. In the current build that you played adventurers assign their highest score to their primary attribute, Clerics = Wisdom, Rangers = Dex, etc.
There is no feedback in game telling you that which is a problem. I have since added this information in several places. I put it on the treasures, I made character sheets for each class.
In addition I think it is interesting if each class also assigns their lowest score to a specific stat, so it is more easy to make a strategy.
I have also ramped up early bartender serving speeds to better keep up with tables, so its not quite as fiddly.
This update should be out in the next week. Thanks for playing and sorry for the headaches :-)