I'm still keeping the idea of non persistent floors, the player can never return to a floor once they've descended. Though there will be a set number of floors, and a complete rework on how items and creatures are selected to be spawned. I'll be keeping this rather low, this isn't going to be the next OMG UBER ROGUELIKE ;) so expect something like ten floors max. With the same idea that you're descending the dungeon to find and kill the boss of the game. You win when this creature is slain, you lose when you die.
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I'll be honest, I'm having a hell of a headache trying to implement the planned turn system. The way I've got things coded so far is very counter intuitive to the design. I'm contemplating just dropping the idea of speed and saving it for the next iteration, when I can design it in from the ground up. It's disappointing to me, but at the same time I'm feeling it'll take rewriting most of the game to make it work without causing a ton of bugs and alot of time fixing everything for one feature.
All in all I'm looking at finishing the themes design and finalizing the curse / status effect system. The later is pretty much complete, just needs UI and visual queue tweaks. After the next build I'll be taking a look into my original notes on what I wanted from this iteration and deciding if I go further or move on to balancing and polishing to finish the project. I hate to fast track the project, but like I said the design is making it more work than I'd prefer. I'm starting to feel starting the next iteration would be more worthwhile and easier to implement what I want.
Until then keep coding and happy Halloween to all :)