Hey, thank you so much for playing and for the comment! It means the world to me!
This is an accurate play through. Most of the game was built as a foundation with much more planned for player abilities, upgrades, and attacks upgraded in a rogue lite manner but I ran out of time (Sorry! 😟).
The glyphs each represent a different boss ability when rolled, this allows for each boss fought to have different combinations of abilities ensuring battles are not all the same. (Ended up with 7 unique boss abilities due to time, but the game was built with modularity in mind so adding more is super easy. For instance, I was able to add 4 just in the time crunch on the last day of development while mainly focusing on other things that day.)
As far as the gold, after grabbing the food that drops in the middle of the dungeon after beating the boss, and you've returned to the wheel room, you can press 'T' to teleport back to your home and sell the food by pressing "Enter" next to the laptop. (The old chef mentions this in one of his dialogue lines, but maybe I should have repeated this again elsewhere, sorry for that)
Also, the gold amount is actually saved, so you can exit the game and come back with your save later. However, if you die during the boss your gold is reset to zero. So, the game's goal ended up having to be a high score for gold in arcade style.
Thanks again for playing, and I hope this response helps clear some things up! ( I guess I need to get better at instructing the player on game mechanics in my games 😂)
