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This video is a gameplay experiment. Instead of starting from a theme or a character, this prototype begins with a design question: What happens if skills are no longer tied to specific heroes? The Experiment In this roguelike action prototype: Skills are shared across all heroes Each run presents a different set of abilities Builds emerge through drafting and interaction, not predefined kits The focus is not on balance or polish, but on observing how player choice, randomness, and system interaction shape moment-to-moment gameplay. Why This Matters Many action roguelikes rely on strong hero identities. This experiment explores a different direction: Reducing character lock-in Increasing expressive player choice Letting systems, rather than characters, define playstyle The goal is to see whether this approach creates more replayability and discovery. Implementation Notes Modular, data-driven skill system Clear separation between combat runtime and progression layers Designed for rapid iteration and system tuning This video captures a snapshot of that exploration in its current state. About This Video Early prototype footage Not a finished or balanced game Shared to document a design experiment and invite discussion Feedback and perspectives from designers and developers are very welcome.