Return of the Roguelike by Azargaz
Fight your way through randomly generated dungeon and defeat the Boss. Sacrifice your life to increase rewards!
Changelog:
(30-04-19) * Fixed a bug where Knight enemies would be stuck in idle animation after death, * Knight enemy: random weapons spawn chance adjusted: lowered for Katana and Axe, increased for Short Sword, * Knight enemy: increased defend duration and increased attack cooldown, * Knight & Slime enemy: greatly increased duration of wind up in attack animation, * Blood Fountains: now they properly show animation on use, * Added Blood Fountain that always spawns at the end of level, * Rebalanced some weapons
Screenshots:

| HTML5 (web) | https://azargaz.itch.io/returnoftheroguelike |
| Original URL | https://ldjam.com/events/ludum-dare/44/return-of-the-roguelike |
Ratings
| Given | 47🗳️ | 9🗨️ |
First, you can only hit an enemy that is clearly in front of you. If your character overlap him, he can still hit you but you can't, which is quite unfair. Secondly, I have trouble understanding what the blood fountains actually do. Do they give power-ups in exchange of health ? Also, how do you replendish you health ? I saw a bunch of boxes and jars before the boss' room, but I couldn't interact with them, so I just jumped straight ahead trying to avoid everyone, just to see what happens.
Great job though, I really like the art style ;)
First: I'm aware of this issue, but I don't really want to fix anything more in jam version, but if I finish full version of this game weapon hitboxes will for sure be better, that and enemies AI will be better so maybe they won't get stuck inside player.
Second: the blood fountains were actually last minute addition so they are really confusing, using them basically gives gold (which scales with kills and number of fountains used), and gold you can use in shop before the start of level but only when you are skeleton.
And the boxes and jars, they are just decoations, there is no way to restore health right now, sorry ;)
I like randomly-generated dungeons and that's always a challenge to develop, so that's a big plus. Seeing how many enemies you can kill before cashing out is a fun risk.
I'd say the main thing to improve is the melee combat. We're clicking with the mouse, but the position of the mouse doesn't affect what direction you swing which is a bit confusing. Also, after the first death if you don't have anything it's sort of a suicide mission and I just hit the refresh button to restart instead.