;3
Cornifer_Caves
Creator of
Recent community posts
The map randomly generates every run, in the vain of tboi or etg, maybe you got a bad seed?, the rooms arent super varied as we took a page from the rogue-likes that inspired us and made preset rooms that any of the rooms could become but due to time restraints that we all suffered there weren't a lot of rooms we made.
The level generation algorithm chooses the furthest grid space that is also a room to be the boss room, so there is a quirk where it generates a diamond like floor shape and that causes all paths to be very short.
Thank you for your feedback and compliments to the art, I handled that while Penguin did level generation and enemies. I hope that cleared it up if you still don't understand maybe he can shed some more light on it.
:)
* edit *
I have looked at the algorithm and what i noticed is the boss room spawns usually abt 2-3 rooms away because the target the amount of rooms the system wants to make is 12, every other grid position is filled with a hallway so that 2-3 away is actually 4-6 away so finding the right way to go can make the level feel small but in actuality the level gen is just janky

definitely 100% adding that in after the jam, I handled the player (including weapons and bullets), whereas Penguin handled enemies which is why we didnt get any sfx or particles for the enemies getting hit cause we both did them with like no overlap on our own. The all the audio is messed up in godot (no clue whats going on) so balancing the noise levels especially for that "ambient" noise was like just an afterthought i never got to by the deadline :) thank you for your feedback!















