Create a high-difficulty roguelike focused on systemic depth.
Game structure:
- Short but intense runs composed of discrete stages
- Each stage introduces new constraints or enemy patterns
Mechanics:
- Keyboard-only input
- Limited information per turn, requiring prediction and planning
- Randomness constrained by clear rules, not chaos
Progression:
- No permanent power creep
- Mastery comes from understanding systems, not upgrades
Experience:
- Punishing but fair
- Designed for players who enjoy learning through failure