Nice work creating a smooth and functional roguelike dungeon-crawler - doubly so given it sounds like the design involves randomisation! I thought it played well and I could see how progression could be implemented via gated methods, such as locked doors, barriers and traversing water. After a crack or two I think I was softlocked from moving forward, but saw enough to be really impressed. I wonder if there's a hybrid method to preserve the randomisation, whilst guaranteeing an order or conditions that the level design will have baked in to ensure players can keep on going? I hope you're able to continue with this idea!
Thank you!! Really glad you had a good experience even without any logic to it. Its really only the items that are shuffled so very little is actually random.
Ultimately, if/when we get the Archipelago integration completed, their system will shuffle the key items with logic for us and we will only have to create an outline of requirements. It would be cool if that sort of logic could be included in the on-page version, but even if I were up to the task of coding it I don't think we'll have enough tokens left for a function that complex haha.