Co-op catacombs last year had 'static' levels (I believe they rotated once per day), as well as Rogule as previously mentioned.
This game is not just a pure port. The port is in service of 'planning to turn it into something unique'. The original game had more trad RL elements, whereas this one is an attempt at designing a game where new players can pick it up immediately (minimal friction) but also provides depth for people to keep playing. I could've kept my old codebase and done a Unity web export (would've been much less work), but I felt rewriting it in web tools makes it load/play much faster and avoids the ugly Unity splash screen, which was part of my desired experience. I felt this was an appropriate 'unique experience' in the same way as https://www.gridsagegames.com/blog/2018/03/polybot-7-2018-7drl/ .
Also, I told slashie my plans and didn't get any forewarnings, which I thought meant the idea was acceptable - https://discord.com/channels/205277826788622337/417212831918718992/1476674376672...
Twilight Dungeons originally began because I love DCSS but hate playing it on mobile, so I tried to simplify and pare the game down to work with the mobile form factor. That being said, giving it some thought I agree with you my submission has perhaps deviated too far away from the spirit of 7drl. There's no exploration, or character progression, or even items (this was originally planned, but scrapped around day 5). Regardless, I personally love this jam, have participated for 8+ years, and it's helped me decide that games are a career I'd like to pursue. So I'd love to keep participating, but I understand either way.





