- New enemy: Flame Slime. When killed, it leaves behind a fire. If the player is adjacent to the fire, the fire will spread to the player. This discourages the player from staying in the same cell when fighting multiple enemies.
- New object: Oil Barrel. No dungeon is complete without barrels filled with oil. Destroying this barrel creates oil puddles in a 3×3 square. Shooting this barrel with a flame arrow will cause it to explode, when explosions are added to the game.
- New room types:
- Trap Room. Contains multiple hidden traps of a single type along with some bones and an occasional random item.
- Bat Colony with Flame Slimes. The flammable guano scattered about the bat colony pairs well with the fire-producing Flame Slimes.
- Refactored Inventory UI. A hotbar loading error led to a major refactoring of the inventory UI code. The problem with this code is that its event-driven design makes it hard to follow and prone to introducing new bugs whenever it’s modified. I faced the classic refactoring question – do I invest the time now to save time in the future at the cost of slowing progress? With fresh eyes I skimmed the code and realized the fundamental problem was that the view and the controller were combined. By separating these the code became easier to understand and work with.
- Fixed remaining UI bugs.
Next week, I’ll work on refining and adding map content. I’m trying to shift from a quantity to quality mindset with map content production; instead of adding new room types as quickly as possible, I’m giving new and existing room types more thought in terms of aesthetics and gameplay.

