Roguelike vs Roguelite

Run Based Gameplay: Random generation of levels + Permadeath makes every run feel fresh. Rewards understanding game elements instead of memorising encounters.

Design with Optimal Play in Mind: With time all players will become skilled enough to enjoy it.

Limit Grinding: Some sort of anti grinding mechanic present to stop players from cheesing the game. Perhaps after a few turns deadly enemies will spawn?

Berlin Interpretation

Requirements for a game to be a traditional Roguelike

Sources:

The Evolution of Roguelike Design - How Rogue led to FTL, Spelunky, and So Many More ~ Design Doc

Roguelikes and the Modular Genre

Solving RNG abuse in roguelikes