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1) Intricate combat systems and progression with in game synergies to be discovered.

2) Non grindy progression. I don't want to farm areas to advance. Having progression grind to a halt due to some asymptotic progression isn't fun and makes your game bad. Keep the game short 3-4 hours of play.

3) Turn based. Unless you are the guys behind hades the action in your ARPG probably sucks.

4) Don't make me read dialog. I'm here to dungeon delve not read your shitty half assed lore.

5) No expansive open worlds. (if you do like pokemon or nes/snes zelda that's fine), but I don't want to wander in the wilderness or explore.

6) Preferably random level generation.

7) Put in a food clock to further prevent grinding.

8) Make loot unidentified on pick up with a chance to be cursed. Adding risk to equiping.

9) Add in potions and scrolls with a variety of helpful effects, but make them only identified on use.

10) Make the game exceedingly hard in the early game and build the game around replaying multiple times until you eventually can progress enough to beat the game.

11) Traps!

12) Permadeath and no option to turn it off.

13) Drop the quests. Quests suck.

14) Roguelike.

14 REALLY does explain all your tastes in one shot, hahaha. Have you tried Delver?

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I have not. It looks cool! But I have to say, I really am partial to turn based and top down. The FPS / action is a hurdle for me. I've played some binding of Isaac and the first hades, but I really struggle getting into non turn based games like that. Though Hades was such a well crafted game I did enjoy it quite a bit.  FTL was a nice mix of action. You could pause the game, set actions, and then un-pause to let it play out. I think if you were doing a party based RPG that can be a good mix. Where the characters play out on their own, but you can pause and set different actions. I think pillar's of eternity did that. (too much story in that game for me though)

I’m partial to a good story myself, but it’s got to have good pacing.