I was very skeptical about Demon, and first few releases comfirmed my worries. However, I decided to check it several versions ago and... Hey, it's very cool game! Idea is interesting (but this was know from the beginning) and implementation is good.
Hey.
I'm glad you like it better now.
But, I'm curious, what were you skeptical about before?
I'm not sure if I like map generation in Demon. Floors are big and design sometimes is a bit odd - is easy to get lost. But since you added minimap it bothers me less. So, it's OK
I agree that it feels like there's a lot of empty space in the dungeon levels. Do you have plans to add more tile types and/or room types? If not, then maybe shrinking down the size of each level might be something to consider.
Yeah, the one downside of adding the mini map is that it has revealed/underlined the fact I haven't spent much time working on dungeon generation yet.
I wasn't worried about it initially because it's a fairly solved problem in the roguelike space compared to some of the unique, trickier parts of Demon (party mechanics, AI, etc.) I wanted to focus on those unknowns, since they were core to Demon, before I spent time treading well-trodden ground, algorithm-wise.
But, the number of comments about it (both here and other places) is starting to rise noticeably, which I'm taking to mean I've knocked out enough larger problems that I probably need to get serious about it soon.
I've already commented to doing a capture mechanics pass next, but level generation will very likely be the thing I address immediately following that.