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Maybe take the reason for the dungeon dive into account. Is there an objective or time/ressource restraint? And is this as linear as you wrote it or is there branching? If each room always only spawns one other room, that is not a map, but a road.

Is there backtracking, can you go in circles? Do you have to go back? Can you get lost? Does the player see a map? Is the map size/length a factor to decide if the player can win the crawl? Will there be more levels? Is the player expected or required to explore the whole level or is it: search the stairs to advance.

Arbitrary/rng artifically prolonged level size typically is not fun. So you should restrict size in some fashion.

I would like it if the player would walk around the level and find loot, like maybe they will find the exit but will want to keep exploring for any loot they may have missed or any enemies they could kill before moving on.

Have a look at Backpack Hero. They have rng maps. But there is a limit in size due to the map being on a grid that seems to be fixed size.

You can judge from there if the concept of your game would benefit from "chaotic" maps or from similar size maps. Ultimately it is a game design choice.