- 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.