I was referring to visual splendor, but yes, that works.
Not pictured: I decided just now to take the action log font size down a pixel as well.
The game is very nearly finished. All monster abilities except the gnome's should be implemented now, and the gnome is mostly missing because I haven't actually decided what he'll do.
What's left:
- Decide what the gnome does
- Make the gnome do that
- Level and mob definitions for the remaining dungeon levels
- Periodic monster spawning
- Ending
- Crapton of testing and rebalancing
My gut read is that the game is definitely on the easy side: there's a lot of stuff in the game that would be stupidly powerful in nearly any other roguelike. The gremlin and love potion are excellent examples. Like Brogue, though, the challenge generally comes not from single unique encounters but from large groups of ordinary monsters. I'll compensate by adding more (and higher-leveled -- like you, monsters can have increased health/attack) monsters if I need to. And if the game is still too easy... well, it's better than being hair-pullingly hard, especially in a competition setting, where judges are waiting to get to the next game.
Anyway, enough musing for now. If you'd like to play an early version of the game,
it is available. Be advised that the game will crash to a halt if you try to descend below level 4, and it will possibly just crash for other reasons, since there's a lot in it I haven't yet tested. The game will be completely ready for testing tomorrow, and I strongly recommend waiting if you're interested in playing the game rather than just debugging it for me.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks