@antti-haavikko Wow! Thank you for the extremely detailed feedback. I don't think I have ever seen LD feedback that took two posts before. I hope you got A LOT of "coolness" points for that!
I can respond to some of your points, but I am likely to miss some. Please understand that we value everything that you said, though.
For the generation algorithm, you are correct that it should not take long to generate the dungeon. The issue becomes in the placement of some objects, especially keys. With the decision to handle keys the way we did, it became extremely important to ensure that the keys are reachable from the player's start point. This requires a lot of pathfinding with the way that I did it. And, yes, I did write the algorithm from scratch. I completely understand that there are many libraries out there that do it for you, but I wanted to write my own as this is why we do Ludum Dare is to stretch ourselves in certain areas. Mine is often an algorithm which I have not used or written before. We have done A* on a hex map, A* on a rectangular grid, and now dungeon generation. It is just what our goal is to learn. Admittedly, that did lead to issues such as the second image up. This was not intended, but I will call it a feature as we could use it to add secret passages easily!
The inventory scrolling issue is actually due to a Unity issue. I had several issues with Unity during that weekend, despite having used Unity to do similar things for several years. First, I was getting A LOT of crashes and frozen editors. I downgraded to older versions twice to fix some of these issues, but one that we could not get to work correctly was the UI scaling. The inventory system is supposed to automatically scale based upon resolution, but it was not working correctly and was cutting off the buttons. Therefore, we added the horizontal scrollbars. Admittedly, they are not needed on larger resolutions, but for some reason, Unity still displayed them even when they were set to automatically disappear. (This is one of the reasons I like to write my own algorithms and systems so I can fix it when something is wrong!) We intended the effects of not dropping items and meant it as a part of the sacrifices you make. Again, not the best choice when it came to the food, but should have worked for the potions. Which brings us to the potion issue! You mentioned changing potions, which is not supposed to happen. My sons reported this during development, but when I played, I could not replicate the issue, so it is still on our bug list. In hindsight, given this, we should have added a drop button to alleviate this, but we didn't. It would have been easy as the code is there. I would have just needed a graphic.
Sorry for the goblin, but sometimes they do get lucky when dealing with a random system. You and the monsters level together, and I would imagine that you just got a bad roll while the goblin got a good one.
Finally, I would like to correct one incorrect statement. There _is_ repeat key functionality. Some think it is too slow, but in our testing, it worked well for us. We have talked about it since, though, and decided that it should have been a configurable parameter for the player to tweak to his/her liking.
Again, thank you very much for the honest feedback.