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And I won't judge your sex fantasy if you don't judge my murder fantasy.
Scariest roguelike I've ever played is Aliens RL.
1. When I pressed "u", it took me a long while before I figured out what to press then to select a flashlight. Expected [enter] or [space].
2. Player is unable to control movement with arrow keys, only numpad arrows seem to work.
3. No 'Look' command or something that would allow to learn what certain objects are.
4. No way to comfortably pick up several items in a row.
Welcome to the Temple of the Roguelike----so it would appear Noxico isn't the only project in this realm of sorts eh?
As per your latest blog, it seems you've got a good handle on what to tackle next in terms of the core gameplay/UI concerns of the game to get it in a good game state---keep at it. I do believe there's at least one method or so to produce LOVE2D games without the players needing to download the engine, I'd suggest looking into that as another step forward.
You would have to be an artistic genius to make this work.
Then again, maybe you ARE an artistic genius.
You will need to be a complete master of the minimalist aesthetic in order to make letters on a screen scary. Don't get me wrong; I understand that ascii games are powered by imagination, but it's a fanciful, surreal sort of fantasy offered by the roguelike toolset - not anything gripping.
There's also an inherent problem you will have to overcome in that a major part of fear is the "what is it" factor, and roguelike players are inundated with that question from start to finish anyway. The "what is it" factor is de-mystified in roguelikes.
Another integral part of the experience of fear is immediacy. There can't be this comfortable distance between the @ and the player. How do you overcome that?
The turn-based nature of most roguelikes is also a handicap.
What you will need to do is make the familiar (the roguelike tropes) and make them unfamiliar. That's the key to good horror. For instance, what if you were wandering around in a grey room with grey little g's that you killed and looted, then, as you suggested, were confronted by a crimson Q... most players would take a moment to stop and think. What if the Q suddenly moved between turns? THAT would get a player's adrenaline pumping. But to procedurally generate fear.... hah, like I said, you'd have to be a genius.
I suggest watching David Lynch films for a while.