I love it!
Good:
- I immediately loved the old school music, took me back 30 years just-like-that, well done Mikko
- I like the large amorphous rooms MUCH better than Rogue's basic rectangle small rooms
- I love the line-of-sight dungeon revealing system, very well done!
- Very clever for the demon to turn into the stairs down! (I suppose it might block player, but that's not a real problem)
- Oh my goodness, the Stalkers! Yes!
- I like the color themed rooms, it sparked my imagination to think of a new environment, like lava caverns or ice dungeons or moss filled tunnels, etc
- The big destructive screen shake was unexpected and cool!
- The staff duration seemed good, a little longer than I was expecting which made me happy and not afraid to have fun and use it, ZAP!
- Holy crap, the SLIMES!
Improve:
- Document that "any" other key will wait/skip a turn
- Document that white letter monsters are full health, red ones are hurt, green ? (perhaps you intend player to discover this info through experience, if so that's fine)(I never figured out what green monsters means)
- When I level up I get healed (good), but anything else besides health max? I can't see any indication of what level my character is. Am I stronger?
- I see the pathfinding is very rudimentary (but I'm sure it's because of the hardware/memory limitations, so it's okay)
- Why call Z's "Undead"? I think of "Undead" as more of an adjective usually, like "an undead rat". But anyway, I just expected to read "You hit the Zombie"
- Would be nice to see what dungeon level I was on
I died two times (once was simply forgetting to heal), and had a couple times where I just barely leveled up or found a potion right before dying which was tense in a good way. I would say the difficulty is spot-on right now (not stupidly impossible like original Rogue). It was a blast!
This little game is absolute proof that you are a programmer at heart!

If you had released this in 1980 you'd probably make a ton of money, haha! Of course, back then you'd have to ramp up the difficulty to keep people coming back for more fun punishment until they manage to luckily beat it 100 times later
