emoji_roguelike

Goals

  • 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