So I found this Loose Narrative: Few cutscenes and plotlines are offered to the player. The narrative unfolds by exploring your world and uncovering new secrets, talking with NPCs, and slaying bosses. There may or may not be a quest log, but almost certainly there will be no quest markers or anything indicating your next destination.
Stamina-Based Combat: Your attacks, blocks, and dodge rolls all consume stamina. Perform too many actions, and you’ll be left exposed. Combat also tends to be unforgiving, with just a few missteps leading to death.
Pattern Memorization: Enemies tend to signal their attacks before unleashing them, giving you the chance to evade them. Most games in the genre require you to memorize these attack patterns in order to be successful.
Bonfires: Called “Sites of Grace” in Elden Ring, these locations offer a reprieve from the action. They allow you to check your status, upgrade your attributes, and offer something of a checkpoint.
Oppressive Environment: Everywhere you look, there’s something trying to kill you. Few locations are safe from harm, and there’s an ever-present feeling that the world is bearing down on you.
Progression System: Whether you’re unlocking new weapons, reaching new environments, or upgrading your attributes, the subgenre is constantly giving you ways to feel like you’re making progress towards the end of the game.
Loss of Experience Upon Death: If you are holding any unused experience points (often called Souls or Runes), you’ll drop them upon death. You’re then free to pick them back up in a subsequent run, although if you die a second time they’ll be lost forever
You probably could adapt this to work - has some of the elements - you will have to add /work in some of the others https://initiativeone.blogspot.com/2013/05/od-setting-posts-in-pdf.html
There is this as well - https://drive.google.com/drive/folders/0B2bP0GsXwg9xZnNIUjBYemVzLU0?resourcekey=0-Ssu9cfnxeIXiK6948_FRIw