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It took me a bit to figure out how to pan. The instructions are clear, but I didn't read them. Aside from that, the rest was smooth an intuitive (I didn't read instr). I moved in an fought a few monsters. Cast single target damage and heals. I could not get shurikens to work, but I guess I need to buy some first? It might be nice to get some kind of negative feedback when attempting illegal things (like trying to attack something too far away) other than nothing happening. I very much like the right-click cancel. 

Is there a way to zip back to town without having to walk the characters all the way back to the stairs? Is there a way to save state so I can come back later? I do not think the quit button works. 

Overall, it is pretty cool!

Quit button was disabled as its a web build. I missed adding in the ability tool tips that would have explained that things like Shurikens was an aoe around the rogue, limited to within 1 square. 

Great ideas, I could easily add that negative feedback to the combat log. 

As for quickly getting back to town, right now it just takes 1 character to get on either the entrance or exit squares. What would you propose to make that trip easier? Town portal like in Diablo? 

LOL, you underestimate the depts of my laziness! I was thinking more like a 'Return to Town' button below the rest of the move/attack/end buttons. And while in town, the Explore button would offer the option to return to wherever they were when they hit the 'Return to Town' button or to the entrance stairs.  Sorry, I have not played enough to know if that mechanic is meaningful or not. 

OH, I didn't realize that any stair you encountered took you back to town. That's good enough. 

Do you disarm traps by moving the rogue onto them? 

But I did hit a bug. After going back to town, buying stuff, and returning to the dungeon, I hit 'End Turn' without actually moving anyone. The wizard then walked off the top of the screen. Scrolling out and I could not see him. Right click did not cancel anything. The game was stuck there. 

Yeah the Wizard wandering off is usually due to a previous dungeon run action getting stored and when you re-enter it keeps executing.  I need to get that one fixed as soon as I’m back.  

As for Disarm Traps, the idea is that you can move next to them and there will be an action to roll to disarm them.  I didn’t get it implemented in time for this play test.