Thanks for the great feedback!
The dungeons are procedurally generated indeed, using a BSP algorithm (Binary Space Partitioning).
I did try and balance the world size out, especially once we got the dungeon and ores implemented, but I got to admit, I haven’t been able to fully test it once all the mechanics were in place, and I thought the game could be unbalanced in different ways.
I do wanted a big “labyrinth” sort of layout, so that you have to be mindful of where you going, since it’s a game about not getting lost, while managing your resources, and I thought the current amount of rooms was ok (16 every time).
I also wanted to make sure the game could be winnable in one run through the dungeon (you need 10 magic ores to build the exit portal), and if I reduced the number of rooms with the bsp algorithm, it would be 8/4 (by powers of 2), which would make it impossible to win the game in one run. (I’m not going to tell how to win, but you can only find one magic ore per room)
I could’ve however made the world size and rooms smaller, which would’ve lead to shorter paths between rooms, but then again, I really lacked in time for balancing/polishing.
Thanks for playing and leaving some critical feedback, and I’m glad you got some fun out of it!