Mindfield, thanks so much for taking an interest in this! I know it might have looked like "just another JRPG" at first but it'll be quite unique of course! I know you liked Rogue Touch back in the day (still have the quote from your website in my iTunes description ). Hope your first forray into development is going well, we need to catch up via e-mail sometime! As you note, there are Japanese influences here, partly as homage to Shiren the Wanderer and also because Rogue Touch was particularly popular in Japan. You'll see it in the pixel art, hear a bit of it in the music, the title was chosen to have an anime sound. The name Mineko actually means "child of the summit" in Japanese, which immediately makes sense when you consider where she lives. Yes, I've put a lot of thought into all aspects of the design Overall, simplified may not be the best way to describe Spirit Hunter Mineko. Different, Roguelike evolved... You can tell with the topics I am bringing up here I want to get everyone thinking about what is important, and where we can challenge what is "normal" in a roguelike. I have a lot of my own ideas, but it always helps to validate them, and/or collect new ones! I like your thoughts about secret doors, and will combine my response about that with LordGek's below: This is a simple but powerful idea, and I am all for it if I can make the level generator intelligent enough to figure it out. I've read some concept work out there that suggests calculating a dungeon with an optimum path and then placing the best treasure "out of the way"... That would mean that you have to wander a lot more to find the goodies, and are more likely to find the stairs down. This is complicated by the fact that each of my environments will have different rules for generation! Still, I am definitely interested in trying... a secret door (if one exists) should lead ONLY to optional goodies, not the stairs! As far as detection goes, we certainly won't be using the method that Rogue Touch did. Either the doors will be detectable automatically upon passing them closely (and making a "saving throw vs vision" for D&D fans), or they would rely on the vision of the PLAYER to locate and step into them. Maybe a pixel or two out of place that makes them look different, something to catch your eye when you pay attention, but doesn't scream "treasure hidden over here"!