Thank you very much for trying another 7DRL from me after your Pointless experience!
I'm quite happy you had a better time with it, but I guess it was a low bar to pass :>
Trying to decide on the right depth for a 7drl is a bit of a challenge, as one doesn't want a 7DRL to overstay their welcome either. So I was happy to see your playthrough managed to hit the intended length. A big concern I had was the game would be too easy, so you never quine and just ascend. Or too hard and you never quine nor ascend. But as an expert player you hit the three states in the right order; then could correctly tell you have completed the game and move on.
Not being able to tell if anything happens when you wait is a serious flaw I missed. Usually monsters advance; but I hadn't fully contended with the fact a skilled roguelike player will first wait one square away, precisely when these monsters refuse to sacrifice themselves. So it just feels like nothing happened. Idle animations can't help; and because of the nature of the game having a global clock advance won't work as it would then introduce state.... I think maybe having a clock that does a full spin every move probably would have helped make it clear a "turn passed" without adding to the state. Also tie into the theme nicely...
I'm not apologetic about the lack of explanation for spells though. As you suggest, I'm in the camp that enjoys figuring out how things work to some extent. Well, not to a Tower of Babel: "What are the key mappings!", but definitely not a fan of "this spell sends a ray in a cardinal direction for X squares doing Y damage". This does mean I'm arguably "faking" depth to the game in the guise of poor documentation; but games are Poor UI by design; the trick is finding what parts of the UI to make poor.
Thank you again for giving it a shot and letting me see a window into your experience! It is very valuable.









