Thanks for playing and providing a lot of feedback! I'm glad you had fun with it 🙂
Beside the Glyph that follows you, and the spore the mushrooms shoot, all the sprites were designed and animated by Houndfall. He also did every sound effect and the two tracks, so I'm sure he will be pleased to see they were noticed.
Unfortunately we only were able to supply one Boss and one area of randomly chosen rooms, we originally planned for 3, but I wasn't fully prepared for how complicated Procedural Generation would be in tandem with Enemy Navigation, and that really crippled our available time. So much so that we had to fall back to just some premade rooms that are presented randomly.
The 0 damage glitch is interesting, and exists purely out of last minute arrogance lol. Throughout almost all of the curses and boons, I was assigning variables and modifiers within clamps, except with my percent based damage reduction curse. By that point I had set up the system to provide; certain curses only once, some as upgrading off previous versions, and some that stack. The Damage reduction is meant to upgrade, and only spawn of the player doesn't have it already. By making multiple orbs, it amazing randomly provided you that curse multiple times since it wasn't yet owned and of course I didn't clamp it and of course, your damage was being multiplied by zero or possibly negative values lmao.
In general sorry about all the glitches and lack of polish. It's amazing to me that the game runs with any of the consistency it does. That Big Boss mushroom, didn't even exist in the game until 5 hours before the deadline, to give an idea of how things were going lol.