I love the render distance! Makes it a lot easier to understand the space of the dungeon than in our game where you can only see the tile you're currently in. Going for procedural generation was bold, I can see the bones of what you were going for here. It's very eerie walking around in a maze with no exit paired with that music.
Viewing post in Sir Luckless and the Cursed Catacombs jam comments
Funny thing on the procedural generation was that I had it implemented in the first couple days of the jam.
I was going for something that had influences from Dragon Warrior Monsters in the dungeon design, but a lot of what would've been influence from that got scrapped in the first-person implementation. And I'm pretty sure the things I could've taken as influence still were the things I assumed incorrectly on how they were done in Dragon Warrior Monsters.
A little tangent, but yeah. Thanks for checking out our barebones concept! We're hoping to continue building out the concept to reach what we'd hoped to build in the jam (and probably beyond that scope, eventually too).