I only noticed procedural generation and the emphasis on one-run progression. Can I have pointers for more roguelike aspects of the game?
Viewing post in Sweeping Services jam comments
imo the defining aspects of a roguelike are randomness, permadeath and upgrades.
Randomness comes in many forms. Lots of roguelikes have random maps, but its not a requirement. Risk of Rain 2 doesn't have random maps but slight variations of its maps with random spawn positions for enemies, rewards, bosses, etc.
Permadeath is just permadeath.
Upgrades seem to also be a defining aspect of the genre. If it wasn't then you could start arguing that flappy bird and minecraft are roguelikes.
The more experience you have in roguelikes the better you will understand what makes something a roguelike and what doesn't.
tl;dr good game, but runs should have more variety