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(+1)

i spent like 10 minutes playing up to level 20 with no noticeable increase in difficulty until i stopped. for a long time i had assumed you were supposed to get to floor 100, so i was taking a lot of paths and getting nowhere. early on i had assumed experience was needed because later enemies would appear more often and would get more hits on you if you weren't leveled up

i think paths make death less likely to spawn? i remember something like that from an older version, but i would have assumed they did nothing if i hadn't seen something like that in an earlier version

i assume the idea is that the player has to manage their health with herbs so they can attack enemies to get experience, while keeping death away with paths, while keeping their lantern from going low, while keeping a spirit so they can reroll a difficult situation

the problem, in my limited experience, is that i managed to do that just by tediously grinding on scrolls and presumably could have continued to if i so wished. i also think that it would be a very flat difficulty curve where you manage your variables in the same way and avoiding touching death ad infinitum

delete didn't seem to work as a cancel button for me, i had to use escape

(+1)

Thanks for playing it diabolodev. Let me give an answer to some of your points :

- Compared to old versions, it's not more about "floors", just your "levels", as in experience levels
- Paths are just neutral Opportunities, they do not change any other variable
- There's indeed an intent to make the player manage lantern, health and spirit, but from the playtests I've seen so far is that it only becomes potent when the player is being under pression. And this pressure is dependant on his abilities, just like a game of Tetris depending on the level reached. I don't have a better formula so far to better calibrate the player level to lantern time

"Grinding" for scrolls is an intended mechanic. Maybe a Scroll is not the perfect item to indicate the process? Monsters can give more XP but are less safe.
The game intent does not reveal itself until you reached a pressure level. So I guess I would need to make sure player hang in there until they reach it.

Thanks for the feedback, don't hesitate to propose ideas if you think the game could be more for you.