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It must have been hard to fit in all that generation in a jam. (Unless you were using a handy library, though I don't really know how well that could have worked hahaha)

PS: Nice game.

The world generation is a trick I borrowed from Dead Cells: there are a few fixed room layouts I designed myself and them they are randomly selected to compose the world grid. The algorithm just decides when to link or not to link two rooms. The only actual hard thing is to guarantee that all rooms are somehow reachable. This is the part that, with more time, could have been better optimized so the game wouldn't freeze while generating a new world.

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That's actually pretty smart, that allows you to design the things yourself manually so it still has the quality of a person made game.