Character Progression ===================== In almost every roguelike, the main character goes through some kind of skill progression. There are two aspects to this: - How does the player get experience? - How does the player spend experience? The classic answer to the first question is: by killing enemies. There are a few exceptions: in brogue there is no experience and no levels for the main character. Some cRPGs give experience based on quests, exploration, or looting treasures. For Caves Of, I'm thinking to a super simple method of levelling up: the player gains a level every time he reaches the next floor. If the game has ten floors, then the maximum player level is 10. This might or might not work in the end, but it fits the KISS principle pretty well. The player needs to find the boss and kill it to get the key to the next level anyway, and it's still worth exploring to get the loot, so there is a tradeoff between rushing down and take your time to explore in the hope for better loot. As for spending experience, I basically have no intention to create a super rich ability tree: I wouldn't know where to start from and balancing everything is more than I could ever be able to do. Instead, I want the player to choose between two or three options every time he levels up. Choices should have a big impact on the gameplay, and ultimately define the character class. For example, at level 2 the player might have to choose between doubling her health or gaining a permanent +20% chance to crits. Some choices might be between and attack and defence skills, but others might be between two different attack skills. With only ten levels it makes sense to design big-impact choices, instead of the classic "+1% to movement speed".