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(1 edit) (+1)

- The game doesn't launch in fullscreen by default on Linux, and I can't find the settings to change this. 

- I recommend naming "The Tower" and "The King". It'd give the game more personality.

- Events are a cool inclusion but you should probably display the odds to succeed before picking a choice, or at least have a more concrete description for the difficulty than "standard". As an example, in the world of dicerolls, you'd say that a challenge with 50/50 odds is difficulty 4+ with 1 standard die.

- Is it normal to teleport around randomly? I figure it's a floor gimmick because I also encountered elite gates, floor spikes and invisible paths, but there should be some sort of warning for that one in particular.

- Furthermore, awarding experience for exploration is a novel idea, but what do you get from combat? I saw that the end screen says that I got varying amounts of glory.  I'm assuming that's a resource meant for meta progression later: Permanent upgrades, unlocks and the like.

- Moreover, awarding exp for every space on the board runs the risk of making exploration feel like mowing the grass or turn based Pacman. Just to give an example, in Darkest Dungeon you want to explore every room because there's treasure in them. It's functionally the same as a value going up, granted that the player has inventory space, but the main difference is that it's better contextualized.

- Likewise, the level layout is unknown until it's explored, so uncovering the board is useful even in the absence of extrinsic motivators. Revealing the board from the start is good if the player gets to plan their run through the stage like in FTL or Slay the Spire, but here you want to explore everything so I can't help but feel like there's something missing. 

- As for the difficulty, I couldn't beat the demo this time. I think the biggest issue are the wolves; I either one shot in one turn or they do the same to me with no in-between. The combat in general is very snowball-ish since you can gain extra turns off your extra turns. This also has the side effect of making the cleric worthless.

- I think that leveling up should be juiced up more. It's an integral part of the RPG experience and people love seeing numbers increase, even if they don't get to pick their attributes. You are leaving cheap dopamine on the table, basically.

- What's the deal with chests? I opened several of them but I only managed to get something in my inventory once. I couldn't tell if this was an error.

- Cool loading screen by the way.

- Overall, the game seems to be progressing well, and the combat has more going on even if it's a bit unbalanced at the moment. 

- Keep up the good work.

(+1)

>Settings 

No settings for that yet, but I'll add that now

>Names 

Mm, we'll see. The goblin slayer naming convention is intentional but I do see that people can think it's bland

>Events difficulty 

Agreed, might change the presentation. 

>Teleports

There are teleportation tiles that throw you around randomly yes. The tutorial that warns you should've showed up, but I'm making a better introductory dungeon next

>Combat rewards

In a run, nothing for now. Except MP refunds when you finish one without taking damage. This might change

>Exploration 

Planning is important, that's why the layout and enemy types are visible from the start. You're meant to take the paths of the least resistance until you get stronger. I'll redesign the floor layouts to better reflect this of course

>Snowball

Yep, the combat is snowbally if you don't have the defensive options. It is intentional for the wolves specifically to die in one or two rounds while being able to do the same.

>Leveling up

Agreed. Good idea

>Chests

 Not an error. There are relics and passive abilities that drop from chests. Relics show up in the relic menu (always active), passives show up in the party menu when you try to equip one. I will introduce a quick equip system

Thank you for playing!