wonder how difficult it would be to reverse engineer it to find the reverse Sokoban solution.
I assume you also only fill in spaces that were used, explaining the long dead ends
I personally think the images work well enough for the media. the only indication of them being AI is that some of them are obviously not hand-drawn. it may also be that I am unfamiliar with the art style of this particular AI which people may be recognizing.
"adversary's deck changes" is intentional. you are playing against a different person each round.
in regards to luck: just do an insect-based build and save your tokens
on further inspection, I think this is a decent game, although I will say the enemies are a bit excessively hostile, and it is significantly safer to explore in local view
also, I noticed enemies will not move pass the edges of the "macro tiles," and can then be escaped and killed at the edges of these tiles, although loot dropped at the edge of tiles like this cannot be picked up as it will disappear when within pickup range. perhaps this it related to how loot will reappear on the same space of every macro tile if not picked up?
overall, decent game, I always like to see the effort for random generation games like (though typically more on the puzzle side of things, but any strategy game can become a puzzle).
a suggestion for the rail system: you could pre-calculate the positions at each "physics frame" beforehand, up to intersections or path ends, then speed up or slow down the rate you play them based on the speed and direction the rail is being traveled. something like this would prevent instances where you get stuck halfway off a rail on corners.
other than that, I very much enjoy the gameplay of the rail system and the path optimizations involved, both for direction and length, and would be fine with keeping it the way it is.