This second one was a more solid idea, building a roguelite dungeon crawler about repressed memory. The concept was that the success of each dungeon level unlocked some artifact that was representative of a memory of the Fire-keeper, and as you finished more dungeons the over/underworlds would become more colorful and decorated, and the fire keeper would remember more of his past, but his mental health would become erratic. The final beat would have been about the Firekeeper revealing that he had deliberately thrown all of his memories down the well and the Player Character had as well before the game started, and giving the player the option to reclaim his memories and leave or stay and become the new Firekeeper. Obviously there’s a lot of writing to do there, and it requires some delicate handling of mental health topics. I built the hub/overworld and had a lot of challenging fun coding a dialogue tree system (happy to share if anyone is curious), and built a little system for enemies where they could be placed in the world and given a point A and point B in the editor that they would lerp between. I’m actively drawing the first dungeon but again, hitting against a wall where I need external feedback or help or something.