Auto explore, level maneuver through the minimap, same equip = equip +1(*), branched maps which keeps replays interesting, cool artifacts like telepathy, DnD-like god worshiping, environment reactions (limited but well made), so many fun things/nice design put together, well done!
*:But as AllenChan below mentioned, it is bugged.
BUT:
1.Why can't I sell things to the merchant? In some runs I got so many darts and extra equips I really'd rather just dump them.
2.Why can't the mushrooms serve as food? There are also instances where I got so many mushrooms, but I could hardly find a pork chop.
3.How exactly do you level up? It seems sometimes I pick up money or items and I level up. I'm confused.
4.Only by accident did I realized detailed status effect descriptions will be shown if you move your mouse over the status text at the top left. Consider this Not a good UI design.
On a similar note, isn't "Spell Damage" a bit ambiguous? I know I can check the result at the stat summary, but just reading "Spell Damage" does not give enough information on first sight (Is it Take spell damage or Deal spell damage?)
5.This probably is going to be mentioned by only so few of us: Why did you cancel the Ice Mage class? Too powerful or sth? Hmm...Freeze and Freezing Wind sure are cool (Not going to reveal how I find that here but I am using it in-game heehee.)
6.Are you sure it is possible for all classes to finish within 45 minutes? Even with "a certain help" (ahem) my single run time still went beyond an hour. 45 minutes in such a setting where rushing will easily get you killed just feels impractical. Of course if you or sb in your test team did manage it, well, consider this irrelevant, I am an absolute noob when it comes to Roguelikes.
Wouldn't it be nice IF:
1.Rogues have some more skills? (Pick lock? Bombs? Traps?)
I understand he is just not set up with combat nor exploration in mind, it could be interesting. For now it looks like the only way to play is go completely stealth.
2.There are some other extra environment interactions?
Bombs destroying walls/locked doors, showing hidden rooms?
Forming strategic bottlenecks (from the debris it creates)?
3.Teleport's "Any visible tlie" actually mean "Any tile you've already explored", not just "The tile your sight can reach" ? (Jumping a few tiles away from a swarm of enemies doesn't make much difference in most cases...)
That's all I can think of for the moment.
Great game!