However, it definitely didn't live up to my vision. I spent a lot of
time on the UI and generalizing the code, so I didn't end up having
the time to have any deep gameplay - no FOV, no magic system, etc. and
that was the whole point of the game.
I'm not really sad though, because I do plan to work on this in the
future. I am thinking that I will make it into an engine for light,
"one-off" roguelikes that make heavy use of scripted events or hand-
crafted layouts, and I think I have a pretty good starting point for
that. I might actually try making a GUI level editor for such.
Further development of Glyph will take place on Github: