Hi GAF! I've been lurking in this thread for years, and I figured I should jump in and join the conversation at some point.
Quick introduction: I'm a mostly-solo dev, ex-AAA-gone-indie, founded a company (
Minor Key Games) with my also-mostly-solo brother a couple years ago. I'm a coder first and everything else by necessity; I roll my own tech because I enjoy it, and recently I've been on a retro pixel art thing which is awesome because no one else is doing that.
I'm working on two games at once right now, in a sort of a Ground Zeroes / MGSV or P.T. / Silent Hills configuration with a standalone prequel game that will lead into something bigger.
My elevator pitch for Gunmetal Arcadia is "Zelda II but as a roguelike." I'm taking the core gameplay mechanics of a game like Zelda II (or Faxanadu, or the Battle of Olympus, or Castlevania, or...you know, pretty every NES game was an action platformer with melee combat, wasn't it?) and marrying that with roguelike or roguelite elements like randomized levels, permadeath, and short 20-30 minute sessions. The hook is, even when you die and lose your progress, decisions you made and actions you took during your last session will carry forward into your next session. I want every run to feel meaningful in some way, even when it ends in death.
I'm about a year into this project, and I've been maintaining a weekly devlog the whole time, so there's a ton of content here now if you're curious:
http://gunmetalarcadia.com/