For me, level feelings:
1. Encourage me to stay on levels until the treasure feeling kicks in, instead of always taking the first down staircase that I come to. So they create an effective sort of 'exploration timer' that creates a balance between diving too fast and fully clearing levels.
2. Encourage me to stay on levels that initially look boring or too scary, because there's a promise of a reward for level-clearing. (In the early game I'll stick around clear any level that promises "something worthwhile", but as I go deeper the threshold for what I consider worth clearing increases.)
So I'd be up for any sort of more thematic replacement that encourages similar behaviour. (Although perhaps the ultimate ideal solution is "stop any levels being boring to clear", but then you edge your way into the "when everything is equally exciting, nothing is" problem.)
1. Encourage me to stay on levels until the treasure feeling kicks in, instead of always taking the first down staircase that I come to. So they create an effective sort of 'exploration timer' that creates a balance between diving too fast and fully clearing levels.
2. Encourage me to stay on levels that initially look boring or too scary, because there's a promise of a reward for level-clearing. (In the early game I'll stick around clear any level that promises "something worthwhile", but as I go deeper the threshold for what I consider worth clearing increases.)
So I'd be up for any sort of more thematic replacement that encourages similar behaviour. (Although perhaps the ultimate ideal solution is "stop any levels being boring to clear", but then you edge your way into the "when everything is equally exciting, nothing is" problem.)

As people here said it, I find the "feelings" helpful to stay and explore the level to the fullest. Also gives more interaction with the environment.
It seems like the argument that "One of the unique benefits of Angband is it is a game you can play at your own pace and in your own style" applies pretty directly here.
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