Nobody gave feedback, but hey, someone made a Rogue Basin article on my game, thanks to whoever did it. If you need more information about the game or about myself feel free to ask me.
The article kind of lacks the information on what makes the game special, though.
Maybe it should be added that it's a coffeebreak roguelike and can be played with one hand on keyboard, one hand holding the coffee, both hands on keyboard or one hand on keyboard one hand on mouse. Also I'd add that going stairs up and down will always bring you to the same coordinates on the other floor, so that a realistic 3D space is created.
Regarding the missing points:
Inspiration: Main inspiration was Phantasy Star II. It has a really complicated dungeon design which I never saw in any other game ever, but which I liked a lot and thought "Hey if this dungeon design could be created randomly, I'd have unlimited enjoyment". At the same time the battles in Phantasy Star II can be pretty tiresome, so instead I replaced them by a very fast paced playstyle that focuses on finding the correct way.
Programming language: I used C++ Builder, which is basically a mixture of C++ and Delphi.
Another special point about the game is that even the gameplay is probably one of the most simple gameplays in roguelikes it still requires a certain playing style which can be learned by playing. Each planet requires a completely different playing style as well to beat it. You'll noticed that you keep getting better each time you try it, even though in theory, there isn't much new things you learn except on how to play to get a perfect result.
Having read the article kind of made me so nostalgic. I really should release Wesmaze (my other roguelike) online, but I'm so lazy! XD