Traditional Roguelike Fortnight - Day 6

Today is the longest day I'll have the entire game jam, so I tried to make the most of it. Major feature: A skill system to replace hard coded "ranged attack" Charged based skill (a potion you can drink a few times per mission) Spawning the goal item, picking it up, and exiting the level Title screen, Victory screen Two new kinds of map generators (Cellular Automata, Drunk Walk) based off of Hands…