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(2 edits)

Congrats on creating the framework in Godot! I liked how you detailed your design approach in the jam page and it honestly sounds like you learned a lot from doing it. Creating a co-ordinate based array to represent a defined grid, and maintain randomness that is still navigable is a feat. You've integrated all the classic features: random seeds, the turn-based play, terminal output, the whole shebang. I can see the Dwarf Fortress thing going on as well. 

For feedback - the next step is how to find ways to play around with the procgen and create paths or rooms that are varied and suggest architecture to explore. It looks like the early developers of Rogue style games faced a similar challenge as they probably used a similar technique, and got around this by creating long, snakey single-cell corridors between larger rooms to ensure the connectivity and procedural generation didn't mess around with one another.  That said, your approach has one advantage - it feels more maze-like and maybe that's something you can use to the advantage of the design. Cool stuff!

Really appreciate that feedback. I actually took a path-first approach to procgen. Rooms are added after pathing is added via random walk, which has some drawbacks. As a next step, I'd love to explore the combination of fully procgen vs semi-procgen with somewhat fixed rooms mixed in. I see it in a lot of rogue-likes where certain levels will still be random and yet familiar due to some amount of architecture fixing. Great idea for a next step!

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Yeah, it  does my head in how much devs must tweak semi-generative approaches to find something that feels genuinely different but structured in a way familiar to the player. Much harder to do than in the lazy approach I took, where I just used a few tricks with cellular smoothing to create "caves" with no care which direction they went in!