Ive played several rounds of Tiny Rogue and generally like what Ive seen so far.
Controls are simple: swipe to move, swipe to attack, tap your inventory to use items. When you move, enemies move too. But you might have the same reaction I did when the tutorial tips ended: Wait, it didnt tell me how to skip a turn, and that dude one square away is going to shiv me if I walk up to him. So... do I just tap my character or something? *tap tap tap
tap tap tap*
Well, you cant choose to pass your turn, unfortunately. That means that if an enemy is one square away from you and you want to get close to attack it, you have two choices: use an item from your inventory, which ends your turn without movement, or approach the enemy and let it get the first hit on you. I didnt like this at first, but it makes the game a bit more puzzle-like and forces you to do some strict resource management. Theres also a little leeway since you regenerate some health upon descending to a new dungeon level. (I do wish the game had a toggleable grid to facilitate gauging the distance between myself and an enemy... maybe that'll come along in an update or something.)
The levels are indeed very tiny, and the art style is pretty cute. The focus is on score, rather than reaching the end of the dungeon (there is no end); you get points for descending through levels, dispatching enemies, and picking up treasure chests. Once you die, you get a brief tally of your performance and a retry button - no choice but to jump right back in and give it another go! Runs tend to be quick because of how compact the levels are, so this seems like a pretty rad game to play if you've got a few minutes to kill.