- RPG elements
- Heroes have RPG style stats, gain experience, level up, etc.
- Party Based
- Diverging from true roguelikes, I want my game to have you manage a party of heroes on each run into the dungeon
- Tactical, team based combat
- inspired by Hoplite, so hex based, and only movement based attacks. No mashing the attack button
- keep stats minimal
- keep RNG minimal in combat - so far my plan is to have largely deterministic combat, but with chances to roll extra damage depending on weapon.
- Perma death
- So here is a roguelike feature
- Also influenced by the Darkest Dungeon or the Fire Emblem series
- Hybrid RPG/Strategy
- Since you are managing a stable of adventurers rather than a single PC or group of PC's
- Heavily inspired by Darkest Dungeon
- More on the RPG side than Fire Emblem
- I imagine somewhat similar to XCOM but I've never played.
-Procedurally generated dungeons
- Purely roguelike in this respect
- Minimalist Inventory
- I don't like micromanaging inventories especially if you have a whole party of heroes
- Heroes won't have equipment with the exception of variable weapons
- In general the principal is macromanagement over micromanagement
-Theme
- The setting is low magic, sword and sorcery over epic
- Adventurers are desperate lowly individuals not lofty heroes (as in DD)
- Fairly traditional class system but with lower tier starting class ex: early adventurers are peasants and cultists who find better equipment and graduate to mage apprentices, witches, thieves, hunters, militant religious zealots, etc.
-Dungeon
- emphasis on exploration, rationing resources, avoiding difficult encounters and traps etc
So this is a very disparate and incomplete list, but I don't have much more in me right now. It should give a clear enough picture of what I'm aiming for.