Ditto! Always been thinking about it. I like sun, the ocean and of course roleplaying/tabletop/math/tactical games more than anything else so it'd be really the perfect life for me to be in such a situation with likeminded people with some survival skill as well.
Anyway, been playing the game on solo.. still nice, but just realized how often I manage to achieve the uber-tank.. probably you should balance some aspects.
For instance, here's my first solo game where I ended up slaying almost every monster in the dungeon.. I have to say I had a good start.. metal cuirass (+3 armor), wizard robe (+1 with and against magic attacks) and fire wand (+5 fire magic attack, discard if you get 1); after a couple of turns I find a Bauble of Mirth (allows to reroll any 1), so I thought "how lucky, here's a permanent +6" and that would have been pretty impressive but guess what.. I got 1 fighting the Rust Monster (5) guarding it.. so I still managed to kill it but no big deal with the bauble.. until two rooms later I found the Fire Wand guarded by a Hydra and a Floater; couldn't think of a better use for my Scroll of Sleep so from that point on everything went pretty smooth.. no need to roll against any monster under 11 (Cold Wand +5, Bauble of Mirth guaranteeing a minimal throw of 2, Metal Cuirass granting armor until 10..) and I also had the awesome Hide Boots (they maybe need to be nerfed.. 100% permanent trap avoidance basically means you can ignore half of the dangers).
The only (minor) issues have been a Naga (immune to cold attack) but being just a 5 I had no problems to slice it with my long sword.. and an Ice Monster who caused a little bit more troubles (I couldn't flee, it was tough, and immune to cold of course) but at that point I had so many unnecessary cards I could discard that after some turns I finally got the roll I needed.
I don't know, you should definitely balance things.. maybe the monsters could be strenghtened and/or the armor system changed. Like instead of a fixed bonus, having the any protective equipment granting a chanche to avoid a discard.. dunno, but how as it is sometimes it makes already strong builds absolutely unvulnerable (with a +3 battle axe, a +4 armor metal plated suit and +1 armor metal helmet, that dragon can hit me only if I roll a 1!) (well, actually I got a 1 and got my ass kicked).
Three ideas for this could be:
a- changing the way they work from damage resistance to passive defence.. e.g. an helmet grants a 1/6 chanche to avoid the discard every time you get hit, the steel cuirass a 3/6, etc; they don't add up anyway; any piece grants a different dice throw
b- making them break when rolling 1s, no matter how the battle were supposed to end
c- making the game 2d6(or 3d6) based instead of 1d6? or maybe 1d10, 1d12 or 1d20?
d- adding a sort of "stealth factor" penalizing players who carry heavy equipments or huge amount of items by making them more noisy when going around therefore increasing the number of cards in every room?
e- adding critical hits (6) and fumbles (1); no matter which enemy you're fighting against, they always respectevly win and lose
Now some questions:
1- on wizard robe + fire wand: if I get 1 I still get the +5 on that roll before discarding it, right?
2- and, does the 1 becomes a 2 because of the wizard robe thus preventing the wand to fizzling? I thought it'd still fizzle notwithstanding the +1 to the final value
3- how does one flees out of the dungeon? When there aren't anymore cards?
4- when a Jackal barks, what happens to revealed items? do they get discarded like traps, or just get shuffled back in the deck?
5- do bow and metal plated suit go in combo? like you can flee right after you fire the "free" shot with the bow?
6- the metal plated suit says that you can't leave the room until you fight at least one round.. I have this room with a slime (2) and a dragon (10), can I just kick the slime ass and flee away?
7- temporal trap while playing solo.. the previous room is "summoned" again with all its traps and monsters? so they need to be killed again to get points? what about items? are they putted back in that room? and what about the item and monster in the temporal trap room, do they get discarded? for instance, what happens if: in a room I see a poisonous trap, a moblin and a sword, I get hit by the trap and lose 2 cards but then kill the moblin and take the sword.. then next room temporal trap and two items?