Even his articles don't mention much about how it all plays out; it seems like he's far more interested in building a roguelike than making a good one (he talks a lot about how it impacts development, but not how it impacts play). But tbf, thats pretty much the starting story of any roguelike's development. I'd definitely start with this guy's resources if I was interested in making one
The gameplay is unique, and much has been written about it, but it's not all in one centralized location like that page, which was easier to put together as simply images for demonstration.
For the other side of things there are many many articles on the blog detailing systems and mechanics and design considerations. Plus there are Steam reviews, which give a pretty clear picture of what people think. This one, and many others, are telling: https://steamcommunity.com/profiles/76561198035898628/recomm...
Also hi :)
(Edit: Oh, and I stopped writing a lot of Cogmind-specific design the articles for the blog in recent years, and some of the writing you might be looking for has gone towards FAQs here: https://www.reddit.com/r/roguelikedev/wiki/faq_friday)
When I finish reading through, you’ve probably got a buy-in out of me; that much thinking has gotta produce something interesting, good or bad ;)
(I'm happy to have started the FAQ series beyond the blog, because it's about so many other devs' RL projects as well, and we can share and learn so much more!)
The dev is active in the Roguelike Discord server as well. Any interaction I've had with them has always been positive and kind. Cogmind was great to see grow into what it is today.