Pseudo-metroidvania where you play as an only-nominally-sapient little slime creature who found the corpse of a badass deep space bounty hunter and stole their power armour. The central gimmick is that you start with what is effectively an endgame loadout, but the upgrade descriptions are all incomprehensible gibberish (because, you know, you can't read), and they're all activated by awkward and counterintuitive input sequences – imagine some of the more baroque fighting game inputs as a point of reference – which the player is unlikely to stumble upon by chance. The "upgrade progression", such as it is, consists simply of gradually revealing to the player the tools they already possess and how to activate them.
I watched a YouTuber play this cuz I wasn’t paying 60 for that, but I really liked the cutscenes and the mini Marios to make a little something. I know that dk, Luigi, peach, and Pauline get their own toys in a later game but I like to make up in-game realities so what can I say
Also, WHEN IS NINTENDO GONNA RELEASE A LUIGI TOY FIGURE/PLUSH!? OR OF ANY OF THE OTHER CHARACTERS!?
The funny thing about contemporary discourse regarding whether trying to adapt roguelike video games to the tabletop represents the videogamification of tabletop RPGs is that tabletop RPGs randomly generating encounters and dungeon layouts using stacks of big stupid lookup tables is actually older than Rogue (i.e., the game the roguelike genre is named after). Heck, depending on how you define your terms, the hex-crawl – a style of tabletop roleplaying revolving around the logistics of overland travel across a hex-gridded map where the contents of each hex are randomly generated – may well be the earliest form of tabletop RPG to fully distinguish itself from historical wargaming. Like, this style of play is not novel to the medium; it's the literal, historical foundation of the hobby.