One of my favorites so far!
I loved the twist when you fulfill the initial purpose (get 99 coins). Also, a chicken in a dungeon? What the...?
Question: are those levels procedurally generated?
Yes.
In truth I originally made a rogue with a very different rng. The original minimap also had a humorous bug; the map was not north facing, but east facing, so all my code on it was a workaround. It was a simple room with 4 boolean walls, an array, and an algorithm to randomly deconstruct walls and an algorithm to find the exit.
However it was graphically bad to watch and I wasn’t satisfied with it, so I checked various tutorials, one of which directed me to a much more simple, but efficient algorithm to do it (It even directed me to kenny.nl for the spritesheet!) I fine-tuned it to my liking adding a few of my own twists on it until I was happy with it.
Initially the player was meant to start off with the map, but I wanted people to realize they could explore and pick up these treasures.
I don’t want to give away too much, but the treasures will randomly spawn (except the map is always spawned on the first floor.) The early floors are also very quick to explore and win. The reason I did this was because the early levels were meant to be tutorial levels. If the player wandered to the door first and wondered why it wasn’t working they should notice the keyhole on it. Then they go to the next room where they might encounter a few smallfry enemies. Then they see a map and pick it up and it explains the minimap function. Then they find the key and open the door.
Thanks for the detailed reply. I am myself trying to deal with random generated dungeon on another project / prototype. I first tried to generate some mazes and now trying to do a full dungeon. Got the basis but I was always kind of fascinated by random generated things in games. If you please, could you share your link? We should also connect, here and or in discord!