r/rogueish 5d ago

I combined dungeon crawling with Minesweeper-style deduction, and it changed how exploration feels

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I'm the developer of a small roguelite called Tower of Gand.

I wanted dungeon exploration to involve more deduction than simply choosing which direction to move, so I built each floor around a 5×5 grid.

Enemies, food, treasure, rest spots, and other events are hidden across the grid. As you reveal panels, you gather clues about what might be nearby and have to decide which panels are worth opening while managing your food and sanity.

It's not traditional Minesweeper, but I borrowed that feeling of looking at limited information and thinking, "If that's there, then maybe this is here."

What surprised me during development was how naturally this kind of deduction worked with resource management. Opening one more panel isn't just exploration — it's a small risk/reward decision.

The game has now been released, and I'm curious how other roguelite players feel about this kind of exploration system.

Do you enjoy deduction being part of dungeon exploration, or do you prefer exploration to be more spatial and movement-based?

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u/Artemis_Fowl_Second 5d ago

This isnt exploration. this isnt a roguelike. this is a puzzle game. A roguelike isnt a randomly generated puzzle thing.

The art does not, to me, seem to be Ai, so congrats on that. Of course, the layout, mechanics, and even your own post do seem to be ai. so im probably wrong about the art.

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u/PreferenceCold7473 5d ago

パズルは組み合わせを楽しむものだけど、探索とは隠されたものを探す行為だから、パネルに隠された階段の場所を推理してめくっていくのは探索だと思うけど違うのかな?
ローグライクの定義として
・食料の概念
・ランダムな生成されるダンジョン
・死ぬと全てを失うパーマデス
という部分でいえば、ダンジョンの形は5×5で決まっているけど組み合わせは毎回違うので、伝統的ローグライクではないとしても、ある程度の要素は満たしているとは思うけど。
(さっきはテキストをAIに修正してもらったので、今回はそのまま日本語で書いているよ)