Procedurally generated King's Field is such a good idea. Very much looking forward to seeing how this project develop. Great feel and visuals with some nice modernizations that don't tread on the legacy of the originals.
I do have some input that you may already be planning to implement;
- There's no way to sprint and move the camera on pad without playing claw or clicking the left stick in which I personally find really uncomfortable. I would love to see either a control option reminiscent of the originals with the shoulder buttons for strafing and attacking on one of the face buttons, or just mapping sprint to the left trigger.
- The stamina system is a nice mix of modern stamina bars and the KF power bar but one thing its missing is a damage or knockback penalty for swinging without the proper amount of stamina. This gives the mace absurd DPS if you swing for full power every time you get a single point of stamina. Maybe the weapon could deal a percentage of the max damage based on the stamina consumed, or simply not stagger without full power.
- Menus not pausing the game is another great idea that maintains the momentum that a rogue like dungeon crawler should have, but not being able to move during menus despite menu navigation using a separate set of controls can make it feel like more of a punishment than a mechanic. Menuing while moving is one of the most rewarding skills to master in the souls games and I would love to see it in a game like this.
- I know this is a very early state for the game but I would love to see some of the QoL from the King's Field games like designating a shortcut item or picking up items on the ground without having to look directly at them. Item categories from the Souls games would make sorting through items very convenient which I feel is important in a game that doesn't pause.
Overall this is a really promising project with a great framework. I'm looking forward to what you've got in store.