Yeah, the map is literally the one I load and generate a level from instead of a real-time map. It was a compromise for "Getting something working for the jam" where I wanted a Rogue AI mastermind to be my major mechanic experiment.
The blue spots are "potential spawn points" the AI is looks at. There's a "gamemaster" system behind the scenes tweaking the map, locking doors, shuffling/hiding items, placing enemies, etc. Ultimately though, I disabled soft-lock risks (Locks and Keys) and ensured made the AI place things conveniently. Even the map was supposed to be an active program, but I wanted it approachable.
I'm glad people seem to appreciate it though, this was a particularly rough jam for me. I had like 10 ideas that I wanted to play with that the theme's conveniently dodged. I had zero inspiration and this was all-hard earned steps. (Fun Fact: Everything about Rogue AI was inspired by Hans Grueber in Die Hard which I'd wanted to make into a dungeon crawl)