While I liked the game, this didn't really feel like a roguelike thematically.
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The definition of a "traditional roguelike" choosen for this jam was interesting because it gave a lot of freedom, and allowed games that don't follow the gameplay of Rogue/NetHack at all. In fact, the jam even encouraged people to reinterpret what a roguelike is as long as the five rules are followed.
So, I took advantage of this freedom to propose a game using a turn-based match-3 gameplay completing it with element taken from roguelikes : a dungeon randomly generated (abstracted in a succession of rooms), permadeath, hunger as a time limit, a choice to make between possible upgrades to tackle challenges with increasing difficulty.