I think I may have gone overboard with adjusting the monster stats. :( During most of the development it was WAY too easy and I wanted to make it more of a challenge...of course this decision happened at the last possible moment before publishing.
RPG Maker MV switched to JavaScript for it's logic engine which makes it possible to bring in additional libraries... Rot.js being what I pulled in to assist with some of the low-level roguelike mechanics. Typical RPG Maker games have a real-time map screen with all battles taking place on a separate turn-based side-view battle screen. I eliminated that and modified the map screen to be turn-based so everything happens on the same screen. A lot of work this 7 days was getting it to work like a traditional roguelike with pretty much the last day and a half spent on items and monster definitions.