roguelike-generator
Installation
SKILL.md
Roguelike Generator
Design a run the player wants to start again after losing.
What the user gets
| Deliverable | Format |
|---|---|
| Room grammar | 8–15 room archetypes (combat, treasure, shop, shrine, elite, boss, rest, secret) with entry/exit rules |
| Floor rules | how many rooms per floor, mandatory vs optional, branching, the one guaranteed reward |
| Loot economy | item tiers, drop odds, currency sinks, the "build" space the player can discover |
| Risk/reward beats | curses, elite rooms, gambling shrines — each with a stated expected value |
| Enemy roster | 6–12 enemies with one verb each; elites combine two |
| Floor boss | via boss-battle |
| Room plates | one 3/4 plate per archetype via environment-scene, with a shared spatial grammar so rooms read as one dungeon |
| Item sheets | via weapon-prop |