Very cool game, high replayability.
Some little annotations I took while playing:
1. Are armor values shown somewhere?
2. Are all filthy rags, leather jackets, boots the same so there's no need to try different items of the same type?
3. Why whips and axes damage value is not shown? How do you long-range attack with a whip?
4. There's no way to "a"pply torches, you have to select them from the inventory menu
5. Do killing monsters/reaching new dungeon levels gives experience points? or the only way to improve is via capsules, books so it's always better to avoid fights?
6. "/" command to look is a little ankward (in my keybord I have to press shift+7)
7. Is there a full-screen mode?
1. If you inspect the item. The value in parentheses is the remaining durability - I will probably hide the exact value, and display an "excellent"<->"badly worn" scale instead.
2. Anything that says just armor, boots, sword, axe, etc, is not fully identified. Leather jackets, filthy rags and most melee weapons are already known from the start. This is also the reason some weapons don't display their damage - if the item inspection says nothing, then it's probably unidentified. Should I denote unidentified status somehow?
3. There is no long-range attack for the whip. Maybe it could be a ranged weapon instead, with unlimited "ammo".
4. You 'e'quip torches. A lit torch can also be used/applied (with 'a') to burn things.
5. There is no experience, only the things you find. This is a bit unconventional, just like there being no Health cap. I haven't found any way yet to "reset" the players mindset. I don't think the help pages should have to describe mechanics I
don't have.
6. Originally, it was supposed to emulate Nethacks behaviour. I'll consider adding an extra key for this. Suggestions welcome - I'm a Dvorak typer and use my own keymap anyway. I'm not sure how well it plays on QWERTY keyboards.
7. Yes! Create (or copy) a tsl_conf that says "fullscreen".