I feel the blocks are too slippery to enjoy the game. A bit more time before repeating left/right movements would be better.
Music remixes are nice though.
There are even more settings in the improved version I made after the jam (https://feufochmar.itch.io/snowflake).
I finished the demo. Here's my impressions :
I've used several musics from this pack and two from the second pack in my game : https://feufochmar.itch.io/the-minoan-labyrinth
The definition of a "traditional roguelike" choosen for this jam was interesting because it gave a lot of freedom, and allowed games that don't follow the gameplay of Rogue/NetHack at all. In fact, the jam even encouraged people to reinterpret what a roguelike is as long as the five rules are followed.
So, I took advantage of this freedom to propose a game using a turn-based match-3 gameplay completing it with element taken from roguelikes : a dungeon randomly generated (abstracted in a succession of rooms), permadeath, hunger as a time limit, a choice to make between possible upgrades to tackle challenges with increasing difficulty.
I didn't have much time to write this. While the code itself is derived from another tool I wrote (Phonagen), the thing that takes time is writing the rule files, so I stick mostly with French (because the sources I used were in French). I will maybe update that generator later with new rules, and translate some of the existing ones in English.
Sorry for the very late reply (I don't check itch.io often, and I didn't check the mail adress I'm using for itch.io for a while). I'm already on the procjam discord for several months, so I know about @redblobgames.
Why Rust ? I wanted to try Rust for a while, so I took the opportunity of the jam to do it. I already coded map generators with some similitudes to this one, so this was more about testing Rust. However, I also wanted to check the complexity of writing that generator, to check if it could be done in coding dojos.