You should feel like the chief of your tribe
Leader combat should be fun and powerful but still grounded. This isn't Dynasty Warriors.
You should care about your army. Commanding them should be simple and intuitive.
Battles should start small scale and ramp up into large epic encounters.
Each campaign should end on a climax
Many satisfying vectors of progression
Make decisions interesting, plentiful, and varied
Mask systems within game fantasy. Trying to bring new players to the strategy genre, make it intuitive.
Many rogue-likes have a one-direction tree structure for a series of battles. Battle Lads is different, take advantage. Each battle is helping to shape the map of an active war. Bring more meaning to each fight, make strategic choices for long-term war goals.
Tribes should feel unique
There should be lots of feedback after choices are made, especially if they are important
Support many playstyles
Players should envision many different kinds of builds while playing through with a faction
Early decisions matter
Try to create interesting variance through your opponents and world events. Most rogue-likes feel focused on replayability through your own build / power, try to press this in other directions.
No meta power progression, focus on content and difficulty progression
Track accomplishments for meta goals (like DCSS tournaments)
Express myself and my dumb humor
Game should feel different
Keep content costs low to allow for lots of options