yea thats something i didnt expect at all!
i will make an update soon! thx for playing!
haha i think some numbers are off!
I initially made the fight area expandable just like the camp, using woods. I soon figured it is very distracting to stand on a square to unlock new maps while fighting so I just cut those features! I would rethink about this!
the early exprience is definitely too punishing
and the later exprience is too easy to farm
I am preparing for another update! thank you very much for the feedback!
https://nana70mi.itch.io/another-2d-roguelike
I made a game using your asset! Hope you like it!
https://github.com/user-attachments/assets/ce035da8-0dad-4931-9429-b980ec51ba71
Made a quick demo, really like this quality!
Sorry "Lazy" might be too strong of a word, but I think you got my idea.
On a second thought I think this is still more related to tension: In the origin Dragon Sweeper player almost never felt too safe until the lich is killed. But here some upgrades makes the game, especially the very early phase of a session feels "too safe".
I do like a longer DS, but i kinda feel those extra designs are kinda "lazy" or "game breaking". i found the exprience less enjoyable after gaining some upgrades, comparing with just play another round of DS.
I don't have a solution for this, and I have been thinking about how to add longevity and replayablity to DS but I don't have a better answer than you.