I liked the concept of needing to memorize the map at the beginning of each dungeon, but the game could use some more polish. For example, because the fighting happens automatically (and isn't turn-based), you can't choose to leave if you start to lose. So, in my case, I got injured pretty bad during one fight and had very little health moving into the next dungeon. The map randomization in the next dungeon had two traps between myself and the end and no way to heal, meaning there was no way for me to win.
Viewing post in Dungeon Crawl jam comments
thank you very much for playing and the feedback.
I am well aware, that it still needs some more polish. Not being able to end a fight is intended though, it's supposed to make you pick your fights carefully. To make this a better experience and really show you that you are supposed to pick, there will be some indicator on how strong your opponent is and a tutorial, that tells you about this in the future. Do you think this would have also been fair for you?