Oh, wow. =) I love this, so here’s some hopefully useful feedback:
I used to play roguelikes quite a bit, my first one being Castle of the Winds, and my favorite one being ADOM (although the current version crashes… sigh…), and this is just neat. I love the idea of a simple applet based roguelike without too many confusing stats and things to keep track of, and the graphics are nice and clean.
As you said, it might be a bit too long for casual play. Some kind of cookie system where the game picks up where you left off when you leave the page, perhaps? I’m not sure a 30 minute roguelike would be much fun, since then you don’t feel like you’re leveling up your character for a purpose.
The interface is really clean, with good tooltips on most things, I just wish more of it was playable with just the keyboard, like the inventory and the chest minigame.
Speaking of which, the chest opening minigame seems to be very picky about registering my mouse clicks, turning it into a frustrating competition against the controls instead of against the word puzzle (which I like! It beats the hell out of the plumbing in bioshock).
I love the art and the sounds. They’re simple, sure, but they feel solid and thought through, with nice damage text pops. For some reason, I keep getting the “hit” and “miss” animations mixed up, though, I think it’s the green color on the miss that does it… perhaps replace the green “miss” icon with a gray one? Oh, and perhaps the damage popups could have a different color depending on if it’s the player getting hurt, or a monster?
The line of sight code seems a bit strange, leaving gaps in corridors, and showing more to the left than on the right below the player sometimes… I’m guessing you’re doing simple raycasting?
I’ll play some more… If I think of more comments, I’ll post them. =)