Haha thanks!!
Ya i feel like the clarity and even variety of cards was kinda underwhelming, but maybe I'll release an update.
The knockback was odd, because when I tested the game, it was WAY too OP so i nerfed it quite a bit, but it's still kinda busted if you pickup like 3 or 4. I could have fixed this with a pickup limiter or something, but i simply ran out of time unfortunately :/
lol the AI is so hardcoded XD The enemies will just switch to following a random point of the player radius in random intervals, so potentially (if you're lucky), then the enemies can just run in circles :P
For the map generation, I took inspiration from @heartbeast. I basically have a huge room filled with "ceiling tiles", and then a script will start in a random tile, move a random amount of steps, turn -90 to 90 degrees, and repeat this process a random number of times. Each tile it passes gets removed, and then the autotile data is reset afterwards. I also added some random room shapes, thicker hallways, and some other stuff. After that, I used an array of all the removed tiles to add stuff like grass/sand shapes, walls(and torches on those), and spawn entities.