Hello Ferret. What do you think about adding some (more) RNG to Demon's skill generation? I love playing this game, but when you do many runs it kinda gets to the point where you know exactly what to expect on every floor, and more importantly the skills you have access to never really change. In my opinion this is a fatal flaw for a roguelike game, as they're typically heavily reliant on randomly changing gameplay (even in the first couple floors) to maintain replay value.
I get that enchanted demons are probably meant to represent this, but they're generally too rare for them to be a major defining gameplay feature (other than when you get "that one pack" and die horribly), particularly from a character building standpoint. To my knowledge they don't even appear prior to floor 1 1/2, and from that point onward you get around one pack every other floor. The packs all generate with the exact same bonus skills, so technically speaking you get access to 2 random skills every other floor.
I think the number could stand to be higher. Demon has no equipment/spellbook mechanic, which is arguably the single largest source of randomly-generated replay value in a typical roguelike. Demons are already a more interesting sort of spellbook, but they're not very random. The brute force remedy would of course be to add so many demons to the game that runs go completely differently, but I do have a couple of alternative suggestions:
1- Split up enchanted Demon packs (barring exceptional cases like Vikhor and Turdak's crews), instead of rare enchanted packs have semi-rare individual demons mixed into regular packs, perhaps bring back fully enchanted packs in deeper floors when they won't be so uncommon. This might actually make them harder too, as in many cases you get extremely redundant groups like a pack of Cursed physical attackers who all cast the same debuffs and have crippled physical stats.
2- Give all (or maybe a reasonable share of) demons a single randomly-generated skill defined by their standard trait. (IE, generate goblins with one Violent skill, Gandayahs with one Lifegiver, Wisps with one Profane, etc)
Theoretically the second suggestion should make both the player and the demons stronger. If a demon generates with a powerful skill, you need to be able to survive and capture it. Similarly, if an enemy in another roguelike generates (or picks up) a powerful weapon, you need to not die to it before you can use it yourself.
I get that you're probably really busy with other mechanics, I just thought that this might be worth bringing up now since it's the kind of thing that can be harder to implement further down the line.