Like a newer version of Shatterloop but *heavily* simplified. More focus on procedural terrain/loot rather than procedural everything.
The big one here is that terrain/caves/villages/dungeons are procedurally generated in a piecewise way so they collaborate with each other better. There should still be a lot of variation however.
Some lite survival elements, mixed with some lite Zelda elements. Obviously fishing is a thing since I like those engines.
Combat is tactical and uses a portion of the existing environment as well. Enemies can also be sniped outside of combat with arrows. Procedural weapons make sense, but enemies should largely be handcrafted. More on this in the Combat section.
Has dungeon bosses, which give you a Heart for beating them. Hearts resurrect you if you die and you start with two. If you die without hears, you die completely, roguelike style.
Given the roguelike nature, survival/basebuilding should be minimized.