Traditional Roguelike Fortnight - Day 6
Today is the longest day I'll have the entire game jam, so I tried to make the most of it.
Major feature:
- A skill system to replace hard coded "ranged attack"
- Charged based skill (a potion you can drink a few times per mission)
- Spawning the goal item, picking it up, and exiting the level
- Title screen, Victory screen
- Two new kinds of map generators (Cellular Automata, Drunk Walk) based off of Hands on Rust book
- Map themes, allowing the same walls/floors/stairs to look differently