>>14865933
/thread
>>14865945
A game with randomly generated areas has very little meat to it. Since every map is going to be essentially the same, run though X hallways into Y rooms with challenge Z then break at shop W.
It doesn't matter what shape they're in or the enemy patterns, theres no thought put into it and they have to be designed to be a reasonable challenge as the first and last room of an area so theres no difficulty curve. If you trim the fat every floor is a straight line with hallways, fight rooms, and a shop.
Also I never like magic spam on this level, but I'm a fa/tg/uy. Magic should be scary but also not used as a sword replacement, and lets face it all the basic magic in this game can easily be a mundane weapon choice, ditto for most of the others. Calling it magic is just annoying. Reskin this shit as like a rogue dungeon diving for magic items for those few actually magical effects and maybe.