I'm so impressed by the set up for this game!! The meditate and train between rounds especially stands out to me as so spot on for the genre, and is not only a cool way to intersperse action scenes with player driven choices but also an elegant and evocative way to handle "advancement"! The only thing that's not immediately clear to me is how to handle pvp for the final round - opposed 2d6+relevant bonus rolls?
I really appreciate the feedback!
In retrospect, I really should have spelled out the PvP rules, because it's such a radical departure from the baseline Tunnel Goons mechanics. But that's exactly what I had in mind: simultaneous opposed 2d6 + bonus rolls, with both fighters taking damage based on DoS.
Unfortunately, poor time management got in the way, so I wasn't able to update it before the jam deadline.