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Darkness in general was pretty much the constant obstacle in the game for me, and I found myself reloading saves more often than most other jam games to help find my bearings (sometimes even rushing down corridors before the screen could fade to black to get a quick idea of the layout). Even with map drawing I'd often get completely messed up by fighting an encounter mid-turn and losing track of my direction (since the compass isn't visible either in darkness).

While I like the Skill-based solution-approach to combat, it made darkness combat a non-option when fighting anything that required more strategy than bats, since I'd often get mobbed while floundering to select the correct character and their skillset/escape without the UI. My heart sank after wiping out at the cockatrice encounter; not because I'd have to grind, but because I'd have to go through that damn dark corridor twice to get back to the save room and back.

I persevered though, and aside from the UI hiding, I never felt the game was particularly unfair or didn't give me the tools to succeed. I liked how you couldn't tell apart slime colors easily in the dark, and honestly felt that better monster hiding alone would make for an interesting challenge given the limited skill slots, rather than hiding the entire battle menu for several turns as well.

Thank you for enduring the tougher parts of the game. In past jams I have constantly battled with the worry that I'd made things too easy, so I left a lot of stuff "too hard" trusting that players would be able to sort things out, while throwing a few bones (the bonus payout is horribly broken and I never bothered to fix/lower it to my original intentions, darkness doesn't fall instantly letting you cheese a few squares, the "help" windows for skills still show up over the darkness during battles, analyze stats still appear over darkness as well so you can guess at what is on the board, etc).

Truth is, making a good dungeon crawler is HARD because the most interesting stuff (psyching out the player themselves) is also the hardest to balance, since you can't really determine how any one person might react to it, and the paradoxical thing where players who GET the tools needed to deal with those things are often not the ones who needed them to begin with. Let's not get started on the whole "is this even a good dungeon layout" question.

The battles aren't really meant to be too hard, except for a few deliberately designed to throw off the unprepared, and fights in the light aren't meant to take that much time. I would have liked to bump up the ATB/battle speed a bit, but kept running into bugs. Oh well.