I love the visual and opening lines. But I couldn't get out of the room because I was too lazy to read the instruction. But you might want to swap "spacebar" with "enter". I find it more natural to press the spacebar every time I try to input.
You probably just needed to know that SHIFT changes your special action, and standing in front of a door will add an "OPEN DOOR" action to that list.
I know customizable keys would be good, but I don't really know how I will do it yet, so it's a task I will try out when all else is done. Sorry for the inconvenience
I feel like I have let you down, homedrone!
I relieve you of your guilt. It's cool to get feedback, but I have no expectation of it. You've given me tonnes of feedback already anyway. Like this:
I think it might be nice to do something that lets you start later down in the dungeons when you restart.
You'd start without any of the items you might have collected, though, so you could be at a bit of a disadvantage? (Makes me think of Spelunky's Tunnel Man now, who I ended up never using much xD)
I hear what you're saying. I will say now though, that there is a reason to collect loot. There will be different endings depending on how much loot you collect. Starting at a certain point without any of the stuff would condemn yourself to the "bad" ending because you missed too much of the loot. Also, after I make the change of being able to play each class simultaneously for each user profile might soften the blow of having to restart one character from the beginning again, if you had to. Only once did I get to a level where I couldn't get past it, and my solution was to edit the level
I should probably use potions more often.
There are several places invisibility potions can save you a lot of trouble, especially with Skeletons.
Fixed
Enemies cannot be affected, and they block your path.
Fireballs, arrows... block your path? Or are walked through, but never hurt you.
Doors are totally stuck. Your fired projectiles are exempt
Electric traps don't do anything.
This was my initial thought. Though, I was planning to have even the players projectiles freeze when fired. If the monsters are immune to damage when frozen, why were you thinking the players projectiles should move?
Unfreezable by touch
When struck, the enemy in question is knocked out of frozen-ness (can this be done?) and takes damage.
Projectiles hurt if walked into, because they 'come alive' again. You can also attack the tile the projectile is in, to 'knock it free'?
Electric traps are unfrozen when you step on them.
Arrow traps make a noise, but the firing mechanism is totally frozen until time unfreezes.
It can be done, and actually, for the monsters, it's almost easier to do that than to have them immune to harm. I might make a trail version like this.