I was trying to come up with a concept that sparked with the Minimalist ideal instead of just omitting formatting and layout. What game necessitates this presentation, you know? So earlier today I came across a meme post about how dungeons just happen when the conditions are correct: hoard too much wealth, bam, dragons. Let your keep fall into disrepair? A necromancer will move in. Which means a kingdom is incentivized to prevent those conditions from coming about.
So my game will be the employee and operations manual for the Department of Dungeon Prevention. Basically a one-shot rpg where you make your team of field agents who will explore a structure and assess it for code violations that could result in a goblin infestation or being overrun by mimics. The spare presentation of the information is because it is an in-world bureaucratic document: these scribes aren't making something fancy, it's a government handbook.
The players make their investigators and write up their particular strengths (as well as some weaknesses in their approach that could cause them to overlook certain violations). We'll go around the table pitching issues and how they violate code and might lead to dungeonization, and other players will have to step up and either address it directly or just have to write it up. If you can't solve enough of the problems while you're there, you run the risk of the dungeon attracting adventurers, and then there's law-breaking and negligent death suits and it's just a whole mess. So the fail state of my little indie game is you'll have to play D&D in your new dungeon and take advantage of all these code violations. (I leave that last part as an exercise for the players.)