Deepening my understanding of the fundamentals of roguelike design (combat, enemies, boss design, etc.), as well as finding out whether the idea of modifying the environment on runs is a concept worth exploring further. Does it lead to a unique form of agency for players while creating a build or is it something that acts as more of a detriment to players.
The game is comprised of 2 main colors.
A dark green: #000e00
and a white: #000000
Attack: Players have access to a standard attack in any direction (Damage and cooldown (CD) is based on current weapon)
Dodge: Players can dodge after a short cooldown, making them invulnerable for a short period.
Special: Players have a special move, which varies depending on what they choose/find. These can be defensive abilities, offensive abilities, movement abilities and more.
These mods affect how the player moves, deals damage, inflicts statuses, heals, etc.
These mods affect how rooms are displayed to the player. This can make rooms larger, smaller, contain more/less enemies, more likely to contain chest rooms, etc.
These modifiers allow players to create builds for both their own damage and how their weapons/playstyle can be influenced by the environment that they are randomly generated into.
i.e. A player who picks up a weapon that features ricochet rounds might want to load smaller rooms so their bullets can bounce more effectively.