Traditional Roguelike Fortnight - Day 7
Another big day of development, with a focus on getting the "flow" from map to map working with a selection of starting equipment and a upgrade every map.
Long term I hope to replace random choices with crafting based on the rune you picked up each map, but this is good enough for now (and for a 14DRL in general).
I also almost tripled the number of enemies kinds, and made them get more difficult as you progress through the game. I suspect the balance is completely out of wack, but it is a start.
The graphic has a hacked version putting the rune next to the stairs to make showing the progression easier for a gif.
To get a handle on all of those creatures, i wrote up a simple developer tool "creature sampler" so I can see all of the enemies and filter by kind/level.