Final Thoughts:
I did it. This was meant to be a very rogue inspired game and I at least hit the numbers of content for it even if the feel is different and I'm missing some features. Also the aspects of threat displays as Into the Breach inspired were interesting and allowed for a lot of monsters to be added into the game at a time in a meaningful way. Though using hallways to funnel enemies was still a tactic though how you dealt with them in the hallway actually differed which felt strange, though mostly it was get into the next room so you can dance around and bop them on the head as they missed you which was a strange inversion of the standard rogue system. In the end I didn't get everything I wanted in this game but I got my bare minimum and some extra.
3 basic point and attack weapons, Fist, Short sword, Regular Sword. 1 Sweep weapon in axe. 1 Pierce weapon in spear. 1 positional based weapon in rapier. 1 pushback weapon in hammer. 1 strange area of effect on enemies moving next to you in morning star. Items that did not make the cut were daggers allowing for 2 small attacks, chain to let you hit 2 enemies (but not one enemy twice), staff to let you move to another square, and iron knuckle which could have easily been put in there but pushes back an enemy and moves you into its space. I had left information slots to add more ranks of items but time ran out on me.
all 27 enemies were put into the game. I had changed a few ideas such as dropping invisible enemies due to not wanting to add a system for finding them or potions/equipment to let you see invisible. I didn't manage to get what I had wanted was alternate letter lists so in one game you have bats for b, another Beatles for b, and yet another for Bone Soldiers for b. If I had taken another day off work I possibly could have added this and I would think it would only help the game by increasing early game monster variety.
I had to leave out several potions and wands just do to time or very limited use (water would extinguish an AoE fire). The push wand was proving a problem and didn't get implemented.
Armor was only the base 3 which only have differences of chance damage will be reduced and stealth radius. In the csv file I use for data I even had fire and ice armor that was going to add to have fire and cold protection constantly get applied to player but the info screens and having the player lose and properly restart won out.
Rings, scrolls, staves, identification, and other items were left by the wayside. They was no main plan to have these as potions and wands were enough in the original idea to have all the effects wanted. Identification was just droped, I had thought of doing something Golden Krone Hotel did and had the possibilities of each potion or wand be displayed and the player could have some idea of how to use it. With the low amount of wands and potions that made it into the game it wouldn't' have added much anyways. Rings were basically just potion effects though permanent and scrolls were potion effects as well. Recharging wands might have been interesting if they had a very low cap and took rounds to recharge but there were already wands in game.
Maps as I said before were soft balled. They weren't rogue 3x3 and were me trying out looped systems (which helped in letting players not have to be forced into every encounter and have alternate routes) though it wasn't the best implemented. I had also wanted a chance that corridors between rooms were wider and not all connecting to points in the middle of rooms but time ran out.
I put most of this success to assessing what code bits I needed before hand in FoV, Pathfinding, and just generally writing up a documentation of what I wanted in the game and making a schedule of when I wanted parts done and mostly surpassing the expectations of it.
This probably isn't the most coherent post and I might return to this after I get more than 4 hours of sleep.