Samurai Bringer is a pretty terrible roguelite, all things considered, given the forced grind and many of the weird balancing decisions. But that's okay, what it REALLY is is a really solid indie version of a Warriors Orochi 3/4 infinite mode combined with a whole host of truly unique moveset crafting mechanics, making it one of the strangest and most interesting musous ever attempted.
Samurai Bringer tasks you with slaying Orochi's 9 bosses and then Orochi himself. You can march in and try to pick a fight at any time, but when you start the game you are comically weak, with a lame moveset that can't even cancel out of an attack. Any time you choose NOT to go fight an Orochi boss, you are walking through randomly generated levels fighting Japanese history dudes, cursed to forever appear in video games for all eternity. You get their gear as loot and as a permanent gain you collect scrolls, which can be equipped to your moves. Upgrades can be found doing simple puzzle rooms which hit all the typical video game generic puzzles without being awful and these are permanent across runs as well. You start with 100 HP and 50 SP and scale up to 1000 HP and hundreds if not thousands of SP.
Your entire moveset is COMPLETELY customizable. Every move is made up of several scrolls: A slash scroll plus fire plus guard break plus expand weapon plus shadow multi-hit, or maybe a jump reverse slice, etc etc.... Even your dodge and jump are customizable in this manner (A jump/dodge that can cancel an attack or out of damage is buildable). It's a bizarre mix of God Hand and musou with building from scratch that has never been done before and it is this game's most interesting and unique feature. Every general you defeat you unlock as a playable character on the next run, but most of them have equally terrible movesets that are only good for occasionally showing you what you can do with this system. Some creative combos mixed with weapon sets can turn a simple double slice into a twirling special attack, and you mostly have to learn this by experimenting. The first several runs of the game will have you surmounting the initial power wall by grinding up your scroll set and your SP/combo capacity to build ever better moves as well as buying "Secret Scrolls" to save move presets as you finally figure out how to build moves that make you OP.
Once you clear that step, it's pretty much GG. While all the Orochi bosses are fairly clean and decent action game bosses, any properly built protag will completely annihilate them. In fact, the final goal of this game IS to speedrun straight through it, killing every boss in seconds and sending Orochi back to hell in record time. While you have several weapons and many move combos you can experiment with, almost every move you eventually will want to use will look the same: You spam a giant volcano of damage and everything dies instantly. This is incredibly satisfying at times; one general I equipped the moveset of was so busted I cracked up laughing at how powerful his moveset was. The ways you can become OP are widely varied and fun to experiment with, but it is a bit of a weakness. You either die, or you're OP. The first hour you have no idea what you're supposed to do. Hour 2, you start getting the parts you need, then hour 3-10 you just destroy everything. And you can never really go back to that because now you understand the movecraft system (And you probably aren't gonna wanna start fresh and run puzzle rooms for your initial stats again.).
But for sheer satisfaction, Samurai Bringer is top notch. It is a lot of fun to play even if it becomes trivial and at $10 it is easily more than 3.33x better than a certain power fantasy game that has you blast a bunch of stuff as OP without thinking and only using WSAD.