Oh, excellent - it's now playable, even if not quite as fast as the 7drl.
I've made numerous small tweaks and improvements. I'm not sure how to profile Flash apps but I think I've improved the performance. Let me know if not.
I'll make some notes as I play:
-Some of the message popup text can be seen through another popup if more than one happens on the same turn.
Fixed! Or at least worked around.
-The antimagic floor popup says "mysic". You'd probably catch that, but I'm trying to be complete.
Fixed! Typos are my greatest weakness.
-The frozen popup says "getting fr" on one line and "ozen" on the next.
Fixed! I added proper word wrapping to all popups.... I think.....
-The way the spell list darkens in antimagic rooms is nice.
Thanks! I'm glad someone noticed the subtle details I tried to add. Have you noticed the emergent effects of freezing or poisoning pools of water? Or freezing yourself when on fire? I even redid a few spells to add more emergent effects. I hope it adds to the replayability.
-The help screen could list the Buy Spells command.
Good catch and good idea. Done.
-Healing fog is a nice balance change from healing burst. Blocking LOS and several spells can be dangerous.
Yes! I'm glad you agree. I'm much happier with the two current fog spells. I made vision & fog work a bit differently in 0.7 but I think it's better. Let me know what you think because I want to add at least one more fog spell.
-Doors taking 2 turns to burn is also a nice change and probably an important nerf to fire jump.
Yeah, everything involving fire is very random. Damage done, turning from tree to burning tree to burnt ground, turning from door to burnt door to burnt ground, grass to burnt grass to ground, spreading to nearby tiles, etc. The unpredictability of fire is part of the chaotic fun. Version 0.7 makes it even more dangerous to wield. Hooray for self-kills!
-I found a "wall on track" room where the walls formed a solid barrier across the top of the room. I could fire jump past them, so I don't think it necessarily needs to be changed. (however, fire jump can't burn the door open, so perhaps you'd be unable to get into a room if all 4 entrances were like this?)
Fixed! Moving block rooms were really troublesome and buggy. I removed some of the troublesome moving block patterns. It means less variety (which I'm not happy about) but it means it's easier to understand what's happening and what to do.
-A trap in another room seems to be able to hit me. I can see its animation hitting the wall (I haven't seen the trap at all yet), and if I stand in its apparent path, I take damage and start bleeding.
Fixed! Was a result of a reusable framework that I'm trying to work out. I plan on doing a blog or Youtube series on developing a rougelike if anyone is interested.
-On my 3rd or 4th run I got a bit farther, and I'm noticing that there are fewer doors connecting the rooms. This is definitely contributing to the challenge. Nice.
Agreed. In 0.7 I added stone doors that don't burn as well as bars that don't block vision or projectiles but do block movement. I'm interested in how that changes things. Also redid the code that connects rooms after a perfect maze is made. Let me know what you think.
-Around the time I fire jumped into a heart container room to retrieve it, I caught fire (expected) but it took me from 102HP to 3HP before I healed and sought out a pool of water. I've never seen fire last that long.
Fixed. Possibly. Depending on what experience you want. I changed fire a lot. Fire does more damage but last fewer turns. It used to be that being on fire cost 3 hp per turn and most things added 5 turns. Now it's 5 per turn and most things add 3 turns. Same amount overall but it's harder to accumulate a massive build up of turns-on-fire. Also fire is transmitted much easier (being near fire, opening doors on fire, attacking others on fire, etc). Hooray for horribly-self-defeating side effects!
-I managed to get out with all 3 pieces on that 4th run. I kinda want wizards to be trickier - perhaps less vulnerable to staying a knight's move away at all times.
I greatly improved the ai for most spell casting and made wizard movement a little less predictable. The newly added themed areas add some variety and difficulty. I don't know how much that changes the wizard difficulty, but I hope it helps. I think this is one of the things that will take a long time to perfect.
Anyway; thanks for all your enthusiasm and feedback. Let me know what you think of the newest version!