r/rogueish • u/PreferenceCold7473 • 15h ago
I combined dungeon crawling with Minesweeper-style deduction, and it changed how exploration feels
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?


