exodus I’m with you there. In this episode you mentioned 1) the quest system and 2) the inventory system, and those are definitely great, unique things that make Cave Noire stand out from other Rogue-likes.
But there’s also a third thing I really love, and that’s how you are heavily discouraged from engaging in combat with the monsters in all but one of the quests. It’s pretty much a puzzle game of “how can I get around this monster without touching it?” which is not something I’ve seen in many (any?) other Rogue-likes. Maybe I just play too many ‘Rogue-lites’ which tend to focus more on combat though.
This makes me think it would be cool to adapt it to something with a Nausicaä vibe, where you don’t actually want to harm the creatures (although they may be aggressive, wild animals that you need to defend yourself against at times).