By the way, I'm very happy to see that you're picking up Microgue again. To reply to some of the other concerns you've raised in this thread (I have been playing the build(s) posted at
https://dl.dropboxusercontent.com/u/21825227/Prototypes/Microgue_Newest.swf for the last few days):
DifficultyObviously, perceived difficulty varies for different people. My perception is that the game is too easy for too long at the beginning. To get to a point where the game is interesting, I have to play at a pretty low level for a long while. Even up to the dragon stage, where I am now (haven't reset my data for new builds, since it isn't obvious when a new build appears), things don't really get interesting until about level 4 (of 7). It would be nice to have a different way of handling difficulty so that players who are doing well don't have to play so many rounds that don't challenge them.
Gauging difficultyIt seems as though the main heuristic you are using for difficulty is the single enemy taken in isolation, with perhaps the number of enemies being a secondary factor. You might consider whether combinations of enemies might be a more useful heuristic; i.e., are some combinations of enemies more difficult than others? There is also an issue regarding rooms: some enemies are much less capable in a room where there are passages of only 1 tile in width. I'm thinking especially of skeletons and demons, which can't even do their diagonal move in such a situation.
Unfair difficultyI have played many, many games over the last few days, and only encountered one situation where the room setup was such that I could not have survived. So I think this is not something I would worry too much about, at least up to the level of difficulty that I have reached.
However, I do think that there is a problem with unfairness that comes in with all of the timed effects--the demon moving differently every other turn, the Yeti power, the two types of floor traps. These require memorization, which isn't a skill that I'm particularly interested in exercising when I play a game, and currently a heft percentage of my deaths are coming from not having memorized the state of one of the timed things. Please consider having some kind of indication on each of these timed effects that the trap will trip, the freeze will run out, or the direction the demon will go after the player's next move: maybe the demon's eyes flash red before he goes diagonally, the tips of the spikes show in the spike traps, the color palette for frozen enemies shifts to a lighter blue, etc.
Should the game have an ending?My first impulse is to answer that it should not. There is only one factor that makes me say otherwise, and that is the fact that the upper difficulty level would be defined by simply unfair setups. That is, if monster numbers and difficulty are increased algorithmically, you will eventually reach a point where most or even all setups are impossible to win. That's a recipe for frustration, and a clear endpoint that comes just before impossibility sets in probably makes sense. The problem is that, if I win and then play again, I really don't want to start at the boring lowest difficulty.
Specific enemies- I miss enemies that move two tiles. Are they coming back?
- What about slimes? Miss them too! If these two types of enemies don't appear until later (beyond the dragon), I think they should probably appear earlier.
- I haven't faced the dragon many times, but he seems pretty wimpy. Why does he mostly run away from me?
- The Yeti freeze lasts too long. Maybe decrease the duration by 1 turn? Currently, the level size is such that, by the time you have killed a Yeti, you have basically beat the room because you can just waltz right out while everybody is frozen.
- Maybe some enemies should be immune to the Yeti freeze? The dragon immediately comes to mind, since he is--I think--invulnerable?
- Floating eyes logically shouldn't be killed by the opening pit traps.