Stealth mechanics in a roguelike

I have some of the core mechanics of my game implemented now :) The two genres I'm fusing are stealth and roguelike and the unique mechanics I've added so far are: * Enemies are typically overpowered but can all be killed if attacked from behind. * Line of sight is emphasized and you can spend a turn to peek beyond a wall. * You can switch between leading and trailing actions. In most roguelikes, the player usually moves first and then enemies move but here you can decide on each turn whether you want to move first or move last. This mechanic makes allows players to be able to sneak into the square directly behind an enemy and backstab them.

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