That's mostly how it works. You are, in fact, not entering new levels but are going through the same 25 rooms over and over - furnished anew upon dropping down to a new level and shaped into a new maze by randomized passages. Each room has several passages to show, for what monster is there, what it does, what you hold in your hands and what options that brings you. In combat there is a passage named "monster action" that gets referred to which itself checks "f monster eq 'swineling'" and then goes into description and semi-random effects. Same with your own actions and weapons/spells. This is very, very complicated and not what twine was made for (don't get me started on interactions with the environment and the damn shopkeeper!). Should I ever want to make a roguelike again, I will either learn an actual programming language or ask my friend Niels to do the coding (see: Choose Your Own CaveVenture or Low Res Dungeoneer here on my ).