- The style system isn't very complex, you can just do A -> B -> A -> B and get as many style points as if you were doing A -> C -> A -> B or C -> A -> B -> C, etc.
- Room signs with petals around them are twice as long as the others.
- You'll always get at least 1 challenge and 1 fountain per level, but the extra shop seems to be RNG. If you don't get it, you might as well just reset.
- There seems to be a glitch that triggers an infinite combo when hitting at least 2 enemies at once. I got it with Pancho and Qaru, but haven't found a way to be consistent with it.
I've been noticing patterns with the rooms as well, though I haven't plotted anything out or tested anything. I'm starting to think that RNG manipulation might be possible somehow.
For the style system, I think it's similar to Smash Brother's hit stun degradation, but with a lower cap, each move adding a set amount to the bar reduced if the game sees the move repeated in the stack, and I think the stack is about 6-8 moves long. Maxing out style is very easy as it's not hard to switch up your attacks.
Yes, the enemy layouts are always the same. You can probably learn them all by heart to optimize your pathing but that will take a while... But it's nothing compared to how much time you save by getting an extra shop, which makes you skip a room like in Hades. The time saved is just huge and I'm honestly not sure I want to deal with that kind of RNG. I don't want to end up like Minecraft speedrunners XD