I am reading it :0
That's good to know. I thought noone cared.
I like the idea of balancing killing and repercussions for doing so. Perhaps you could get items for killing, as well? Since "no enemy to attack you" is mooted by the new enemy attacking you.
That's a good idea. I'm ashamed to say that I hadn't really thought of that, which is a bit worrying because it's such an obvious thing to add. I already have gems that are just lying around, it should be easy to make enemies drop gems.
I still need to add some stairs down to different levels (which means that I need a way to differentiate levels, need to tie monster and ghost spawn rates to the current depth and that) as well as adding a shop just to get to the state the ludum dare entry was in. Stairs should be simple to add, I just need to create some sort of static current game state blob class and then increment things as the player descends.
The shop should also be fairly simple to add as well (I can pretty much just recycle the code from the ludum dare entry for that). I don't know how many people played the ludum dare entry, but in that the shop allowed you to buy upgrades like faster speed, more health, more bullets on screen at once, greater range and that. That's cool (and piss-easy to implement) but it's all a bit dull really. You don't have a massive change in player tactics at any point. I think I'll implement secondary items that you can buy like bombs, mines, missiles, a dash, a scanner, blockades. Stuff like that, that gives the player new tactics to use instead of just making them better at what they could already do. I might also make it so that you have to find a shop instead of getting one everytime you find the stairs. But this is all just stuff I'm thinking about, nowt solidly implemented yet.