Thanks to everyone who played my entry * Labyrinth of Fiends! *
If you haven't played it yet, in short its a proceudrally generated dungeon crawler where you kill and summon your own fiends, find the key, and make your way to the exit to the next floor.
I've released a post jam update to the game including some improvements that couldn't make it in before the deadline, as well as some of the feedback that was left on the game!
Some of the most common feedback was that the summoned fiends should follow the player. Instead of just changing the default behavior, I've added a few new variations of the summoned fiend that cost more souls:
The Silver Fiend follows you for a cost of 2 souls, they will try to stay within a few tiles of the player:

The Gold Fiend is more aggressive, and will hunt down enemy Fiends on their own will!

Another common piece of feedback I got was the lack of difficulty. In general, the normal enemy fiends will now slowy inch their way to the player. In the addition to that, I've also added an enemy variation that is as aggressive as the Gold fiends, but will target the player instead. These will start to appear in the higher floor numbers.
They are just Green:

And just the balance out the increased difficulty a bit, when entering a new floor the players heal some health based on the number of active summons that were out when reaching the exit, but this effect is diminished as the floor number increases. Hopefully making the game more difficult, but also providing some healing will make the game feel a little more engaging.
Also, the game finally has sound effects! (still no music yet...)