I have been considering starting on a new project and making another rogue. I've started many, completed one (ok, it didn't have a true ending, but complete as far as my goals are concerned), and I continue to run into the same problem. They fulfill a lot of the rogue check boxes (permadeath, proc gen levels, etc) but they just aren't fun. I tend to make things that are interesting to me, from a programmers perspective, but aren't near as interesting to a player.
Sounds good to me. I'm a big believer in prototyping something as quickly as possible and either throwing it away or iterating on it until I'm not sure how to improve it. Either way, you get better at programming, better at game design, and learn something new.
I want to give the player interesting options in combat and thought about giving him a rock, paper, scissors (RPS) kind of choice. Something like a attack, block, and a counterblock. Instead of these being distinct actions, I wanted to implement them all as a form of attack. It's just that block would do very minimal damage but would essentially negate that full attack option that the opponent uses.
I've had similar thoughts about how to make melee more interesting. One idea I like is from the board game Kemet (
https://boardgamegeek.com/boardgame/127023/kemet). When a group of your warriors is in the same space as another's, you each secretly select an attack card and simultaneously reveal them. Whoever has the highest card strength + number of people, wins. But the cards also have a blood amount that kills enemy warriors and a shield that prevents your warriors from being killed. If all your people die then you lose the fight regardless of the strength of your army. So instead of having an explicit rock/paper/scissors, you have to try and figure out and counter the opponent's strategy. Do you play your highest strength card and try to win without much carnage, or do you go for maximum blood and hope they don't use shields and you can kill them all and win, or do you go for moderate values in all three and hope to win? You and your opponent can't replay your cards until you go through all 6 of your cards so what you play now affects future battles too. The upgrades and secret cards you can play add to the basic strategy. I'm not sure how to translate that into what you're trying to do, but it may inspire something.
I also understand that interface seems like a problem with making it streamlined without many controls. Idea's here would be great too. Start from an interface like the original rogue is what I'm hoping and modify it, but there may be better alternatives(?).
My only advice here is to start with a minimal interface to a minimal roguelike - such as an @ on a hard-coded level with a few enemies that randomly move about. No start screen, no inventory, maybe not even messages. Then try one idea for attack options. Set it aside and try another one. Set that aside and try something else. As long as you only focus on the nonstandard attack option - forget food, xp, items, unique creatures, win conditions, etc - you can try a lot of things and come up with some cool stuff. A few duds, but a few cool things too. Then you can pick one and add other features that
complement the main idea of non standard attack options without cluttering the ui or confusing the player. The roguelikes that get attention and do interesting things tend to be either giant games with decades of people working on them or games that focus on one idea, explore it as much as possible, and push it to the limits.
I'm sure a lot of us would like to see what you come up with.