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After hitting a road block, I took the backseat for a few days and studied this excellent guide on how to build roguelikes in racket https://blog.jverkamp.com/2013/04/04/racket-roguelike-1-a-gui-screens-i/o-and-yo.... I completely gutted the rendering portion of the tutorial code, but kept a large majority of the procedural map generation, prototypes for tiles & entity structures. in my remaining days of the jam, I'd like to give the game an overall look & feel, as well as some clear and cut win/lose conditions. Here's a GIF of exploring the infinite surface of simplex noise