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Hey, I dunno if you want to make any changes, but we are using dice to represent PC Power, and Health and Monster Power and Health. There is enough space for the in the PC area, but not really somewhere to put Monster dice. My six year old is playing pretty independently after a couple of games! 

Hello there! I stumbled upon your Youtube video about this and you mentioned you would like some feedback.

first of all: cool thing especially the design and art  is really appealing.

I have recreated this little rulebook in python and let it run for 10000 runs:

died 6722 times (67.22%) with an average of 20.82 rooms left
succeeded 3278 times (32.78%) with average stats as follows:
treasure found: 6.52
clues found: 7.02
kills: 4.76
total power: 7.53
remaining health: 4.4

if you are interested in something specific let me know
(like how often you die against a specific enemy, what the highest and lowest treasure values are, etc.)

doing this I noticed:
player choice is largely irrelevant
if you get a Hall and would run into a dungeon wall, 
you may choose something else and every result that is not a hall has the option of reaching all 4 adjacent tiles. This effectively makes it so you can reach all 36 tiles (or 35 if you exclude the entrance)

Since all rooms are effectively empty after visiting, the layout is mechanically irrelevant and only eyecandy for the player (which is nice).

therefore I have striped the room layout entirely to make it easier to program.

There is exactly one relevant choice for the player: when to fight the boss.
if you are on 1 or 2 health any enemy has a 1/6 chance of killing you, regardless of your power. That is something my program does not (yet?) consider. It runs 35 rooms and then fights the boss. (or dies prior, lol)

From this observation I suggest the following:
Have choice when entering trap and monster rooms. Have the option to run from a monster at any time and have the option to not cross the trap room. You then have to track your rooms and layout becomes relevant. 
"Do I rather risk the trap or fight the beast?" is something to consider now.

my second suggestion: 
(this comes from personal play) If you and the enemy both roll a 6 and crit the winner deals 2 damage and the looser still deals 1 damage, instead of both dealing 2 damage. That changes the averages as follows:

died 5802 times (58.02%) with an average of 21.39 rooms left
succeeded 4198 times (41.98%) with average stats as follows:
treasure found: 6.51
clues found: 7.09
kills: 5.01
total power: 7.64
remaining health: 4.46

just for reference, if you can only crit if you succeed the attack that changes the stats as follows:

died 4358 times (43.58%) with an average of 23.08 rooms left
succeeded 5642 times (56.42%) with average stats as follows:
treasure found: 6.51
clues found: 6.97
kills: 5.37
total power: 7.71
remaining health: 5.42

so, yeah, thanks for creating descent I had a lot of fun with it (even if I only played one round myself)
and I hope to hear from you :D

Thanks for making the game. I downloaded it for free because the only payment option I saw was PayPal – which is weird because I have a card on file with Itch. I wrote Itch about it, but I haven’t heard back. Is there another way I can tip you or give back for your generosity here? (I don’t use PayPal any more.)

Looks great! I love pocket mod games and this one is so well laid-out. Love the art. 

Thank you

Thanks for the game!  I paid a little more for this one to make up for your other games that I downloaded for free.   :0

Oh thank you so much for the support