Sheesh... I was wondering why I didn't see this "pickaxe" which I read about in the readme. I just started it up again and realized that your items start on the *ground*. Why the heck don't they start equipped and in your inventory? I'll try the game again later, I guess.
These are randomly-generated items you start with. Picking out the right starting combination is an important strategy and a first step.
The typical baseline roguelike strategy is "collect all items until you win the game". Diggr, however, works differently, and stuffing the player's inteventory with random items would be a great disservice.
I know you intend for the lack of automap to be a feature, but there isn't really much of a point "getting to know" something that is randomly generated, and will mean nothing once you leave for the next level. Fog of war / exploration is certainly a part of strategy, but is memorization really the kind of strategy you're looking for?
Um, no. I meant that the dungeon generation algorithm is the same for all levels, so figuring out how it works means you can anticipate where the monsters, loot and exits should be situated. This is an advantage to the player once you figure it out.
It's like you're trying to be different just to be different, which is a fine goal, but won't necessarily produce a good game. Unless, again, your goal is to include memorization as an actual part of the strategy, which can be a big turnoff for a majority of prospective players, I believe.
I guess by 'automap' you mean showing previously viewed tiles in some sort of grayed-out fashion? If so, then why would you really want such a feature?
There's an item in the game which does something very similar, but, frankly, it's a pretty useless item.
Your best starting strategy is to figure out where the exit lies and get to it while grabbing all useful loot on the way, and to do this you need to know the layout of the unexplored map areas. (There's a 'magic mapper' which does exactly that.)
But remembering already visited tiles is very much useless, unless you have some complex non-newbie-friendly strategy going.
All in all, it's a different game that breaks away from the usual roguelike twich reflexes and mechanics. Keep an open mind and have fun.