- Let the alchemical logic of emoji lead the way
- Fix the roguelike problem of the early game becoming repetitive over many runs
- Make early decisions that give you very different experiences in the early game
- Bright and cheery but also with weird monsters and threats
- Question of combat
- Keep the iconic hack and slash of classic roguelikes
- and/or significantly more investment in non-combat mechanics
- Character creation
- Vincent Baker-style back story + mechanics accumulation