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Adjusted the floor layout to be slightly more spacious.
Changed the behavior of enemies during floor transitions so that some have a chance to be asleep.

These adjustments were made primarily to reduce overcrowding in situations where enemies are particularly strong in the later stages of the game.
We had envisioned that players would use wands and cards to avoid enemies as part of the gameplay, so the difficulty was intentionally tuned to encourage item usage against stronger enemies.
With some enemies now starting asleep, players will have more strategic choices about which enemies to attack, and the intensity of encounters should feel more balanced.

We hope you'll still enjoy using wands and cards to overcome critical moments and turn the tide in your favor!
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