I thought I'd focus a little today on what aspect we're working on in terms of the map.
As all good roguelike deckbuilders do there is an element of choice of which battle you will take next. In Dungeontop, we're focusing on making strategic choices but with some unknown elements that evoke exploration thrown in. So you can see the next room is always hidden but you have choices and there is a certain dungeon ecology which is evident.
Stumbling across a surprise encounter will also keep one on their toes, so careful management of health as a resource and other resources such as treasures and flarestones keep things interesting.