Once the design pillars were clear, it was time to answer the real question:
Is this actually fun to play?
The prototype focused entirely on the core gameplay loop.
Walk. Read clues. Deduce. Take risks. Escape.
Physical exploration
One of the biggest changes compared to Minesweeper is that the player isn’t an invisible cursor.
The hero exists inside the dungeon.
Moving into hidden tiles means physically stepping beneath the Veil.
That small change completely transforms deduction into exploration.
The Veil
The dungeon begins covered by an ancient magical veil.
Only nearby information is visible.
Entering unknown territory becomes a meaningful commitment rather than clicking safely from a distance.
Flood-fill survives
One mechanic absolutely had to stay.
When you discover a completely safe area, large regions collapse open automatically.
Watching the dungeon unfold is still one of the most satisfying moments in the game.
No guaranteed safe route
This became one of the game’s defining mechanics.
Procedural dungeons always connect entrance and exit. They do not guarantee a hazard-free path.
Sometimes caution isn’t enough.
You simply have to decide how much risk you’re willing to take.
Current prototype
At this stage the prototype already supports:
- Procedural rooms
- Hero movement
- Hazard clues
- Fog of war
- Automatic flood-fill
- Four hazard families