One thing I've noticed is that after the very early game, the first and perhaps the second floor, the rate at which you level up drops precipitously. This makes the mid to late game considerably less interesting than they could be, and it occurs to me that there must be something which can be done to make the frequency of level ups more constant throughout the game. The solution that seems both best and most obvious to me is to bump up the experience gain a bit from killing monsters and disarming traps in the deeper floors. (There are probably other possible solutions too though)
That's pretty standard for RPGs? I'd also be a bit concerned about anything that raises the level up rate without adjusting the level caps
Yes, that is the point. the quick level-ups at the start are to allow you to get the tools you need to survive, but that's about it. Remember that a character's power grows exponentially with each added tool to its arsenal.
No it doesn't! If anything it grows logarithmically! I don't know what game you've been playing. That exponential power thing only applies to spellcasters in D&D.
It's a bit quick on level one (though there are reasons why this is not such a bad thing, of course.) The monsters could indeed use another xp reward adjustmentment pass. Consider it something we'll stew on for the next major patch.
About the experience Curve. Minibosses are crappy deal early game and more interesting late game. The mini-bosses give so much experience early game, experience that you cannot even use. They either kill you outright, or you kill them for so much experience that you don't even get to use it. 1200 experience for baron. not even sure how much arthur gives. It would be nice if you could get multiple levels in a go. Or if they gave less experience and had significant cash/artifact drops it would be better.
I would definitely not say the rate of growth is bad at low levels, since, especially with mage builds you can easily be really squishy until you've gotten the right basic toolset of skills.
I wonder if, instead of increasing EXP, one could increase the spawn rate, or rather leave it to the player to increase the spawn rate. This would give the player more control over the rate of growth anyway making it a smarter investment since rate of growth, rate of drops, and rate of difficulty can all be controlled in one go rather than dealing with each problem individually. Work smarter not harder!