What happens if you take a classic gem-collecting boulder-dodging action puzzle, make it turn-based, and add in roguelike elements like skills, monsters, and procedurally-generated levels?
This is a prototype (mostly getting game systems working with placeholder or simple art) which I toiled away at for the last 30 days. Currently, it includes almost all the core systems:
What's missing? My favourite roguelike element: the ability to spend gems to buy permanent upgrades and unlock new skills.
My current vision is something like a cross between Boulder Dash and Hades. You pick from an assortment of unlocked and upgraded skills, make a run, die, upgrade and pick an entirely different set, and try again. I planned 100 levels across ten different biomes, each with their own unique set of monsters and environmental dangers to deal with.
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