Very like visual style.
Sad, but game has crushed, after I came to "start game" pit.
There was a problem with my initial upload; if you re-download it should be fine.
@Chuckek lots of good thoughts! Just some misc. responses...
I don't think it's necessary for enemies to be a benefit to the player. In fact, it makes most sense that they are an unambiguously negative element for the player, just as in other roguelikes like Spelunky, Binding of Isaac, Rogue Legacy, etc. I see it as a unique twist that you can turn enemies into profit instead of loss with really fast play. I've been doing some thinking on the
tumblr about ways to expand on that a bit with a class system.
I think there is enough variation in the chest drops that you can definitely build your coin deck in a particular direction by selectively taking coins (ie as many attack as possible, or heal, etc). You definitely can get to a point where victory is impossible by mismanaging your deck, but I think the game is mercifully quick in offing you when this happens.
About the enemies that had 9+ coins: occasional enemies will be super-charged with double coins, and those can happen in any world. World 2 is definitely not meant to be very playable as a starting point; the entrance there is mostly for my own testing at this point.
So basically: lots of deflection of your criticism!
That's not to say I don't think you have a point, or else you wouldn't have thought to mention this stuff. I'll keep playtesting and re-examining elements like these to make it as smooth as possible. Though on some level I think a game that works in such an extreme way like this is going to have some necessary "roughness."