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(+1)

Damn it, I came SO close to winning! I'd taken out all the major enemies apart from the Golem and the Reaper, identified what was on every square and had 12 hit points. 

In retrospect, I think you should probably give the player the ability to toggle difficulty levels in the full version. That isn't to say making the game very tough to beat is wrong if that's your vision. There are of course quite a few excellent games like that. But I think players who aren't so adept at strategy would likely appreciate a game mode where the ratio of enemies to loot is a bit more forgiving. 

Beyond that, I still think it's an excellent game for a demo. I appreciated the secret re. the wizard and the master skeleton. 

next try will be the good one :D
There is some tips to help when you know them.
I update the demo, they are now displayed randomly on tutorial page.
Hereafter 2-3 tips, let me know if its help.

- some monsters patterns are not random. For example, the hobbits are always by two,

- try to level up when you life is the lower,

- some item must be used later to increase their effectiveness.

(+1)

Good work, this was a lot of fun! I found it quite hard at first as I didn’t know that you were supposed to click on the staircase when the game starts (so I kept getting murdered by various traps and creatures when I clicked on random squares). Once I realized I was making such an obvious error, it got a lot more easy and enjoyable. (Though you might want to tell the player to click on the staircase  first in case any more oblivious idiots like myself play it.) 

I think this has the potential to do well on Steam for lots of reasons. The most important one is probably that I felt hooked in from the beginning. I played it for two hours straight (got to about Level 9 and uncovered maybe a third of the map). I loved the sense of exploration. Having the character be instantly healed when they level up is an excellent reward for using the right strategies. I think you achieved a good balance of randomly generated elements to maintain a sense of anticipation/danger while giving enough information to the player so it wasn't too hard.

I really liked the extra effort you seemed to put in to make the game more engaging and polished - like how you see attack animations not only for the monsters, but a separate attack screen for the player as they move through the dungeon too. The character dialogue vocals helped kept the tone of the game lighthearted and comical (especially when the protagonist dies). It’s good that you have a lot of different sound effects for fighting monsters and multiple background music tracks as you play - it’s just so much more interesting that way. There are many different types of enemies as opposed to just a few. There's a good variety of potions and items. You could have gotten away with doing a lot less work on this and it’s good you didn’t.  Also - THANK YOU FOR NOT USING AI! That's always encouraging to see in a world where plagiarism is so rampant and artistic effort is devalued so much of the time. 

I am very pleased that I was able to contribute something small to such a fun experience, and wish you the best of luck with it and your other indie game projects!

wow, thank you very much for this complete review, I really appreciate.
Yes a try to polish to game, I like when there is some details in a game, so I try to do it too. And I love the player death speeches too, I was so happy when I found it.

Talking about assets, as I started this game as a training project, I only used free assets, but it was important to me to list EVERY contributions I used for the game. (where is something special if you start reading it ^_^ )

Thank you again for your contribution and feedbacks !
For the first player run, I will add an indicative panel for the stairs  :D