Rogue under its various recent implementations. One feature in particular that bugs me is not knowing what the random potions found in dungeons do. Some heal, some do damage, and it drastically changes the way you should use them, but without any hint, it's pure luck and I don't enjoy being at the mercy of a hidden dice roll. It doesn't make a success gratifying because I had absolutely no personal part in it. Conversely, I can't learn anything from a failure because it was just random so it's just punishing for no reasons.The last roguelike game I have enjoyed is
Enter the Gungeon (2016). It's way more motor skill-based than Rogue which is another hurdle for me, but it proved achievable. Each failed run would still help unlocking items for subsequent runs so it still felt like progress. Compare to Dead Cells (2018) which I ended up dropping because the motor skill threshold was too high with failed runs contributing absolutely nothing to the success of future runs.