When Loop Hero exploded into the crowded rougelite scene I was both shocked and impressed. Something with the looping structure struck a chord and inspired me to attempt to create my own cycle-based rougelite.
My idea goes down a somewhat more strategically deep path compared to your general rougelite. It merges deckbuilding and random events with resource management.
I believe the games Unique Selling Point (USP) is its tilebased eventsystem where the character traverses a loop filled with tiles containing only a few constants, the rest being randomly pulled from a deck of possible events. Said deck is also affected by previous events, buildings built, resources collected as well as the current character's traits and other choices made by the player.
More details are available in the GDD below:
As an aforementioned fan of rougelikes and rougelights a lot of my most concrete ideas are in this area. I personally haven't seen a lot of vertical rougeligths and I feel like a lot of games in the genrre focuses either on getting lower or deeper into some kind of dungeon or cave or other similarily limiting descending structure. Therefore I thought it would be interesting to turn the formula somewhat on its head and explore a combination of combat and platforming as well as the punising style of rougelights while you climb and explore the world above.
The system would work by you first platforming with some limited combat through a certain length of the ground level with permanent death on touching the lava. After a while reaching an opportunity to advance to a higher level with more difficult platforming and combat but whith the quirk that when you'd fall you'd simply fall straight down and maybe hit a part of an earlier level to save yourself from the lava and so on for a couple of floors until a boss fight or some other kind of climax.
As a game project I never put the time into it to really get it off the ground but I still find the idea somewhat interesting and thought I'd share it here.
I will put up a private Itch.io link since what I made is quite short and very much only a proof of concept. To spare you the time of playing a very very unfinished attempt I'll describe the main features I implemented. It was made in Unreal Engine 4 and includes a minimap, wall jump functionality, procedural level generation, basic AI, basic combat functionality and the level pieces needed to form very basic levels and ascension paths.