Yeah, actually, I do have some ideas for end game kind of thing, and some more goals than just "get as far down the dungeon as you can". For right now, working on the dungeon is quite an important part. But at some point, I want to also work on a sort of overworld. At first, it'll probably be pretty simple. Just a town with a shop and a dungeon or two. But I'd like to get it to a point where the adventurer can have a real career in adventuring, as long as he/she can survive. There will be just random dungeons to explore for loot and experience, but there will also be themed dungeons, and quests that you can take up from the inn. Eventually, if the adventurer manages to survive and become so powerful that there aren't many challenges left, there will be a final dungeon with a mix of random and special floors specifically designed to be the greatest challenge in the entire game. Not to spoil anything, but successfully getting to the bottom of it will gift a reward that will make the adventurer near godly, and yield some new abilities that would be pretty game breaking if the game wasn't already beat, but will indeed be fun to use. Maybe you can even retire your adventurer, and pick it back up at some point.
So I do have some ideas for that. But I also have short term goals, and some goals for systems I want to implement. I'm trying to keep a mix of short term "what am I doing this week", medium term "expect an enchantment system", and long term "eventually, multiple dungeons". Overall, I'm surprised at how much I'm able to do with object oriented C#. It really helps. And I've set a goal for myself to have a good update every seven days. Hopefully that will keep this thing on schedule and moving forward. The most important thing is that it's fun for me and not a chore. And it's definitely fun to make.