Physics tweaks, more refinement of turn order, a few kinds of monsters. I always update the link when posting these, in case that wasn't obvious.
One of the tweaks I did was to increase the amount of static friction, which shaves off a little time at the end of every disk movement, which adds up super fast and makes the turns much more satisfying. That's one of the benefits of rolling your own physics. On the downside, I'm currently only giving turns to monsters that are within the sight radius of the player, because waiting for invisible monsters to move around isn't fun. I'd prefer for monsters to be actually doing something with their free time, but barring something super clever they're probably going to have to be this way.
I'm using dual-contoured simplex noise for the dungeon right now, and something is off with my dual-contouring that makes some random jaggies. I need to fix that if I keep using this approach. I definitely need to decide on something with more features to show off how walls affect gameplay, but I don't think I'm going to show off as much as I did in Hero Trap. Maybe just a hybrid of caves + subdivisions? Or something something voronoi diagrams.
And that's it for day 1!
Tomorrow I'm planning to do something with abilities and/or items. There will be UI constraints on this so whatever I choose will have to be pretty tightly limited, and trying to do both sounds rough. Items feel more important for a roguelike, but come with the constraint of having to be able to drop things, which requires extra UI. Hopefully I can use tomorrow to get to the point where the rest is just content.