Man, wanted to respond to this and keep this going last week. Too much work.
I don't know if you've already begun or solidified the ideas yet, but I figured it might be fun to keep this going:
Player Name
Weapons (Weapon Effectiveness Stat) 1-10
Weapon 1-10 (Rating)
Power 1-10 (Power level)
Heroes must train in using weapons as well as have a decent one. Magical items have a power rating that improves with more use, as well as the Boons and Banes their use provides.
I realize the more I think about it, the more I want there to be stats just as few stats as possible.
Basing effectiveness around the weapons you find (rather than grinding) could definitely work. Metroid kinda does that, and
Indivisible has a similar plan for character growth. I think it would fit the exploration/journey based theme of the game.
As for stats in general, my personal experience is that you shouldn't worry too much about it until you begin prototyping. Whether you use huge numbers for damage and stats (end-game jrpg shit), or small ones (think Paper Mario) is something you'll probably sort out while prototyping.
Id like the length of a game to be 30 minutes a pop but we'll see. There may be an overarching story but that's a little later in development when the MVP is done and I start building content. Now that you say it (or rather type it), I don't think I'm going to do indirect control because it will focus more on the story and less on the player toppling a big monster or something like you said. I'm not a big story guy so I haven't thought that far ahead. But what I do make will probably be heavily inspired by Greek Mythology, which PS, is why I picked it because then I don't have to write.
Yah, sounds good! I've come to believe that "excuse plots" are under-rated, especially for short games. The larger than life characters of mythology work well with a simple story too.