Dear contributors of code, content, and ideas:
It is OKAY if you keep the no-flee-death-trap mechanism restricted to special bosses or areas!
(One could even say that this would add some additional challenge/depth to the game.)
But PLEASE REFRAIN from generally using a no-flee-logic!
The core of such an idea comes from a mindset where *each* step of the hero is viewed as thoughtful and mindful. But this mindset is not joined by reality:
1) The "steering" of movement of our hero is sort of horrible ...or at least *vague*. (And even if it was way better: read on.)
2) One has to keep running into monsters, because one needs to kill 100s and 1000s of them to level up.
3) We're not playing nethack here. AT really has depth *and* the qualities to be played as a casual game. A core-quality for a casual game is that it can be played with a certain speed but without steadily needing 100% of ones maximum attention/brain-power. Changing the game-mechanics to generally using a no-flee-logic would take away a core-quality from AT for being playable as a casual game. (Even if you do not see AT as a casual game: read on.)
4) The game is for being played on mobile devices. a) There are many devices with a weak accuracy of touch-point-recognition. b) There are not-so-few people with a thick-fingers-for-the-device-size situation.
Therefore "Cancel" is one good option to accomodate (a) and/or (b); generally being able to "Flee" is another one. If you take both options away then AT would become really harder to play for all people facing (a)/(b) ...and IMHO needlessly.
All previous taken into account i think the favorable way is to generally remove "Cancel" but then having the normal chance to "Flee", and use a No-Flee-variant only in special cases.
Thanks for reading and considering this.