It seems like in game design, cross-genre is more the norm than it is in fiction. I dabbled in some roguelike development during the 7DRL section, though the second time the map flowed a little weirdly, and I use numbers based terminal GUIs for certain functions instead of what one might more typical expect out of rogue-like games. I like more roguelike functions, and less doing a true roguelike. Specifically precedural dungeons, and perma death. But I like the graphical quality that comes with Turn based tactical RPGs like FF tactics. (Battle specific, and normal town navigation isn't turn based.) Though I find tiles a little strict, and prefer the Cluster based turn based tactical system in Arc The Lad: Twilight Of The Spirits. Cluster based, for lack of a better term. Not getting why this is off topic from finding a game design team.