Didn't know this was a thing so blurb then recap.
Very traditional rogue like, I tend to like to get weird. Baseline of 27 enemies, 26 floors, grab an amulet then scoot on out. The main component of the game is that enemies will telegraph their attacks and where the attacks will land you can effectively avoid combat like the cunning and masterful rogue you are with the problem that you're leaving monsters alive and possibly forcing yourself to never progress or enter a pincer situation later on. Levels will be loop based to allow exploration without hitting dead ends and giving some meaningful ability to take alternate paths to rooms. Each enemy will try to have some meaningful differences between them, be it attack pattern, move pattern, or other special abilities though there are going to be some similarities in some cases current example being rats move 2 spaces and will threaten an attack while bats move 2 spaces and will threaten an attack and set up a move away, such difference. Weapons will have differences beyond damage. Swords are the highest dice single target attacks, axes attack in slashes that hit adjacent areas, and spears reach 2 squares. Other weapons planed but may or may not make it depending on how well enemy implementation and balancing goes.
Came into this with some previous render systems and input system built on SDL2 and python 2.7. Its purely a sprite based system that I can use for a lot of things. Picked up some field of view and various other utility functions around on the web. Created a custom font sprite sheet. Had some various dungeon generation systems I peeled out some code for making loops with.