Thank you for playing!
Yeah, I wasn't sure how aggressive to make the quining. It could be very aggressive where just waiting in place in a standoff ends the game; but that gets a bit frustrating and error prone.
The game-design intent is to encourage more aggressive gameplay. Roguelikes often have to balance against safe & cautious vs aggressive gameplay. Usually you can trade time for safety in a roguelike; leading to optimal play being very slow and boring. Some of the usual brakes on this are:
a) Global count down timer to win the game
b) Non re-spawning resources leading to attrition
c) Players just finding that playstyle boring and choosing not to do it
d) Hunger clocks
Quining is a different take on that limit. The spell lecterns producing infinite spells makes, in a normal roguelike, the optimal gameplay of one going back to always "refill". However, if you do that you stand a high chance of finding yourself repeating a state. Likewise; the monsters don't charge the final step to you if you can instantly kill them. This means you can do a dance to try and avoid them and reposition - spend too much time fiddling around trying avoid getting hit and you can end up in Chess-Stalemate of repeated board positions.
But if you play reasonably aggressively I think you can easily avoid the quining trap. I kept the balance on the easy side as well; which probably means you are less driven to seek the cautious gameplay. But at a meta-meta level, I kind of prefer people being able to "win" a 7DRL than have one that is too well tuned; especially when it is art-heavy and we want people to see the full extent.









