Roguelike Elements
16 mechanics
- Ascending difficulty
- Boss checkpoints
- Branching paths
- Character unlocks
- Curse/corruption buildup
- Daily/seeded runs
- Loop/cycle structure
- Meta-progression
- Permadeath (run-based)
- Permanent unlocks
- Procedural level generation
- Random item pools
- Risk vs reward rooms
- Run modifiers
- Shop/rest stops
- Starting loadout choices