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Very simple, yet fun concept :) Played until floor 102!

I see interesting potential here, but the generator requires to build levels with X floors in advance, to make sure you don't have "dead-ends" or forced deaths, and also to make sure that sometime, it's a good option to avoid some gold or to leave quickly a level. Random chests could also work well to ensure the player cannot always "read" the solution by just looking at the current level (ie. "should I take a risk by reaching this chest, but the reward isn't guaranteed").

115 gold on level 15
wasn't clear how /if i was recovering food between floors?

Good, average seems to be 90-150, from almost everyone who's played it. I think that gives me solid info on how to scale some things.

Food doesn't increase between floors, but it's possible to land immediately on an apple or a stack of coins, which would change your level of those resources accordingly. I might try to do something against that, since it might doesn't feel polished.