Roguelike Specific Elements
Run Structure
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Run design:
- Run length (time, stages)
- Starting conditions
- Difficulty scaling per run
- Victory conditions
Procedural Generation
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Generation systems:
- Level generation algorithm
- Enemy placement
- Item/loot distribution
- Biome/theme variation
- Seed system (if deterministic)
Permadeath and Progression
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Death mechanics:
- Permadeath rules
- What persists between runs
- Meta-progression systems
- Unlock conditions
Item and Upgrade System
{{item_upgrade_system}}
Item mechanics:
- Item types (passive, active, consumable)
- Rarity system
- Item synergies
- Build variety
- Curse/risk mechanics
Character Selection
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Playable characters:
- Starting characters
- Unlockable characters
- Character unique abilities
- Character playstyle differences
Difficulty Modifiers
{{difficulty_modifiers}}
Challenge systems:
- Difficulty tiers
- Modifiers/curses
- Challenge runs
- Achievement conditions