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Any game I can win will be too easy for you :> But I'd also hazard rushing the stairs is part of the point.  I accidentally ended up going for a "non-aggressive" roguelike this year, like we discussed before the challenge.  The main goal was exploring the Quine mechanic, but this led inexorably to a game that highly disincentives the needless violence so common in roguelikes.  

I first didn't want quining too trivial, as if you just go left/right and then game over, that would be very frusturating.  But I wanted it possible, which meant the state space had to be kept tamped down.  That led to the very low hitpoint nature of the game and the elimination of levelling.  But without levelling, there is no reason to kill monsters.  I also didn't want the usual "wait for monster to approach to step up" gameplay, so they are very careful not to give you the first shot if they won't be able to hit back.  This meant normal combat will almost always cause resource loss.  The heal spell seems to provide a loophole; but the quine mechanic locks that down.

I also wanted to justify the looping, which doesn't work well if the monsters have permadeath. This led to a fast respawn clock that makes even killing monsters just a speed bump - thus the teleport or shadow step spells can be as effective as the lightning bolts.  (This is also a power of polymorph, as respawned monsters maintain their identity, so converting to non-aggressive sheep is the only way to permanently lock a monster down)

It still doesn't fully escape the violence of roguelikes, after all, it is the "rogue" sense of sneaking through rather than the more modern smashing through.  But after our discussion I definitely found it cool how it morphed into a game that quietly pushes people away from the usual roguelike bloodthirst. 

I also ended up with a somewhat non-aggressive theme - progression through exploration rather than fighting, and even the combat is technically non-lethal (though chucking enemies down a deep hole could be considered fairly lethal). It makes for an interesting design challenge to have ways to engage with enemies that aren't just "kill more faster". The shadow step spell in Quine was a cool ability in that regard - a tactical ability that need lots of consideration for enemy position and terrain.