Yet another version of this game idea. Gotta keep it scope locked and based around the idea of something for *me* to play otherwise it'll get too complex too quickly.
A roguelike in the true sense of the word -- randomized shatterloopian resources that can be either useful or dangerous. Traps. Impossible seeming enemies. You're going to die a lot, which is the point:
The seed stays the same -- encourages playerbase collaboration. If you die you restart in the Main Chamber but the maze stays the same so you know where things are still. You can additionally take and leave freeform notes as well that are accessible to all players via Pouch Journal integration.
A main chamber that has a bunch of Caves branching off indicated by a symbol or something. Maybe a list or some other means of navigation -- my gut says there should be around 35 total. These aren't necessarily all accessible from the outset -- some may require certain Cores to be taken.
A Library area that allows the exchange /collaboration of notes. Definitely not anything as complicated as Pouch but should be flexible enough to allow for collaboration. Could be a reasonable v0 in some ways.
Cave Layout
Caves are a bunch of maze-style branches. They can however connect to each other in other ways.
Passageways can be locked with some colored door (maybe 8 or 9 colors). You need a key of the appropriate color to open the way.
Enemies are entirely procedurally generated. They pull from move archetypes based on their anatomy. I'm not sure what all the rules are here but it should be as random and low-work as possible.
Bosses are basically three enemies that share anatomy fused together -- you have to get through all three phases to win. Beating a boss gives you a Core -- it basically allows you to die once and it'll resurrect you. Beating a boss may also give you the means to get into other mazes.
Actual Combat
This is a soft clone of the schematic I set up in monster maze -- essentially a swarm of properties that weapons and armor hook into. The difference is, everything is completely randomized though it at least stays the same on each playthrough of the same seed.