Design tensions
The Red Blue Games team is unusually candid about the design problems they tried to solve. Their framing is worth quoting because each tension maps onto cross-game concept pages.
Adventure progression vs. roguelike resets
"Progression is one of those things that's required for a fun adventure game but is antithetical to roguelikes." — Edward Rowe
The Sparklite answer: permalife. Death resets the world, not the character. Adventure progression preserved; roguelite tempo preserved.
Authored content vs. procedural variety
"The marriage of deliberately authored adventure gameplay to the organized chaos of procedural generation… two completely competing genres." — Kevin Mabie
The Sparklite answer: hand-author tiles, procedurally arrange them. See handcrafted-pcg-hybrid.
Skill floor vs. depth
"If a boss requires too high of a minimum skill level, we basically just forced some players out." — Edward Rowe
The Sparklite answer: keep the skill floor low, but offer multiple ways through any encounter (combat mastery, patch loadout, gadget choice). Players who can't out-skill a boss can out-build it.
Procedural puzzles don't work
"Very few puzzles work well in a repeated context and procedurally reproducing the elegant progression of puzzles you see in a Zelda dungeon is not something we wanted to tackle." — Lucas Rowe
The Sparklite answer: don't even try. Mini-puzzles live inside hand-authored tile rooms; layout shuffles around them.
Self-imposed tension that didn't fully resolve
The patch board solves early-game power so cleanly that mid-game often becomes a victory lap. Most reviewers note this difficulty curve issue. The mechanism that fixes the bottleneck is exactly the mechanism that flattens it once stacked. There isn't an obvious patch-board fix to this without breaking the design — it's a real design cost the team accepted.