I have one, actually. As mentioned over in the forums in December, Deep Down in Darkness was going to be a first-person rogue-lite with a sprite-scaling 2.5D engine. It got as far as this before the approach proved unworkable for gameplay reasons:
On the other hand, the UI designed for the same game proved a success, and I adapted it to Glittering Light, which badly needed the improvement. So the project was hardly a failure, and I might just revisit the concept someday, having learned what works and what doesn't.