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(+6)

Not bad! Enjoyable!
The player is maybe a bit too much in the hand of randomness, even for a roguelike. Also, it's anti-climatic that the most frequent death is by starvation -- it's not just that many of these deaths are unfair (the game just did't give you enough food): even as for "unfair" deaths go, they should better be more often by violence: hunger is just not too exciting.

(+2)

I kind of like how hunger works here, it is very harsh. But yeah, it is anti-climatic. Maybe I should rebrand it into something more sinister - a curse or corruption...

(+3)

Or give us more food. There is no stategy involved in not finding food. If you just rebrand it, it's still anti-climactic. I'm sure everybody would prefer to just not have to worry about food as much, though keep the mechanic intact. Otherwise, fun game!

(+1)

I agree with watabou in this situation, the game is set in a dungeon, something meant to kill you, and if it wasn't harsh whatsoever it doesn't feel very dungeon-y. Anyways, yes, there is strategy involved with the hunger system as you have to manage what you want to take on to the next level of the dungeon, such as you could take that charm card or glaive, but instead it might be a better choice to stack up on food lying about in case there is a lack of it ahead.

(+2)(-1)

In my experience (about 10 tries,) I have literally only died from food. I pick up any food I can and use it only when I absolutely must. I don't know if I'm just unlucky, but there seems to just be not enough food. Either way I personally found it getting old and unfair. Like I said it's a great game, but for me this kinda made me lose interest. I'm not saying it should be easier, but I feel like in a dungeon game,I should die from traps or monsters at least half the time.  

(+1)

Sounds like you're just getting very unlucky, and on a side note chances are monsters and traps aided in your starvation based death by lowering your health.

(+1)

If food had multiple uses (i.e. use it for powering spells or feeding yourself), it'd add a nice risk vs. reward element.