A simplified representation of level progression in many roguelikes, based around special rooms. The order in which rooms can be visited is arbitrary, however to access the boss, some kind of key must be found first.
I presented two options of how special rooms could be distributed throughout the level - either in fixed or random positions.
I argued for the use of a currency system (one or more) to make the order in which rooms are visited more meaningful. The player would need to spend time in the maze to gather currency in order to access special rooms. However, the more time they take, the harder it is to survive.
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