Design a hardcore roguelike game with strict run-based structure.
Core loop:
- Procedurally generated levels per run
- One life per run, no mid-run saves
- Failure resets the run completely
Systems:
- Deterministic turn-based logic
- Clear resource management (health, time, risk)
- Tight keyboard-driven control with no input forgiveness
Scoring & mastery:
- Score derived from efficiency, risk taken, and speed
- Encourage optimal play and repeated runs
Design goal:
- High skill ceiling, strong replayability
- Every decision must be meaningful