Thanks for the early support.
To be honest, I already had some reservations about the issues you guys raise. The font itself hasn't really been of much concern to me at this stage because it's obviously not used in the game world itself which has been my focus. Readability always seems to be a problem when there is a square font used - obviously it makes the map look aesthetically better but causes problems when it comes to strings of text.
For example:
http://xcomrl.blogspot.com.au/2012/05/tune-up.htmlProblem is that libtcod doesn't support multiple font sizes and styles in a single window, and the only workaround I know of is a horrible one where you change from a 16x16 font to a 8x16 or something to increase the readability of ordinary characters but when you print a graphical character to the game window, you would in fact print two side by side to make up the representation of a single object. It's workable but doesn't really look like the most fun in the world to program from my perspective.
Of course I could always ditch libtcod for display purposes, but that decision won't be made anytime soon.
With respect to the grass, yeah I don't know if it's going to stay that way. I hated it more a while ago and it's slowly grown on me but something isn't right about it and it looks messy in a way. I'm still open to experimentation in that respect and I might in fact slot in a different character to replace the grass in due course but it's probably not a priority just yet. The only real criteria for a graphical tile is that I would like it to be mostly black so it doesn't contrast negatively with a character tile next to it which will almost always have a black background.
I'm currently working on implementing the complete set of stats and skills which involves reworking the simple combat system currently in place, and once that's done I'll have a character generator to play around with and hopefully something else to show.