Thanks for all the great comments!
About the boss and his potions:
Potions spawn whether or not you are hitting him at the moment, but it’s completely random, and has a low probability. There will be a small message at the top of the map in blue that tells you a potion has spawned. It will be at a random space - within the center or the fringes. Typically when I fight the boss I attack him until I have 1 hit left, then I run around the maze until I find a potion, then I hit him 2 more times, etc.
I was thinking I wouldn’t add keyboard control, but I definitely wasn’t considering laptops. In order to make combat more dynamic, I was considering adding in strokes - like if you click and drag you attack in that direction. I don’t really want to make this a Diablo fest, though, so I’m not so sure about that.
CPU usage is fixed for the next version!
Combat currently works like so: you have a percent chance to completely dodge an attack (your dodge %), then if you take damage the amount you take is the enemy’s power minus your defense, to a minimum of 1 damage.
Very cool hit and run tactic, I didn’t even realize you could do that! ;D
Optional descent is one of the next advancements on my list.
I was definitely thinking it would be good to limit the number of statistics shown, especially for the items.
I am also aware that the game gets way too easy at high difficulty levels. This is because your stat increase is typically exponential (because of potions), whereas the difficulty increase is linear. I’ll constantly be refining balance.
I like the idea of being able to go back up - the only reason I didn’t add it yet is because the players start on top of where I put the going back ladder. So I’ll need to make it work with a key press or something.
Thanks again for all the comments!
STATUS UPDATE: The multiplayer version currently works without animations, sounds, or output messages. Working on adding those last few features in, hopefully it will be done tonight.