Open Space ========== One of my goals for Caves Of is to leverage the map generation system to prevent player from exploiting choke points. Too many roguelikes are based on the tactic of luring opponents in a narrow corridor where they line up nicely for the player to comfortably blast them with AOE spells. My approach involves introducing penalties for being close to walls. This applies to both the player and enemies. Two penalties are in place right now: 1. Hit Chance Penalty: For each adjacent wall, the player's chance to hit decreases by 4%. This penalty caps at 28% in the worst-case scenario (surrounded by 7 walls). This incentivizes players to stay in open areas for optimal offense. 2. Special Move restrictions: Certain special moves, like Flail's Round Attack, become unusable when the player is adjacent to walls. After all, how can you rotate a flail over your head if it's constantly banging on a wall? This small change has had a big impact on gameplay. While testing this I found myself actively avoiding corners and narrow spaces: a chance to miss an enemy, is a chance to be hit one more time in the next turn, reducing my HP even further. The risk-reward balance is nice: staying near walls for protection comes at the cost of reduced offensive power. Enemies also inherit the hit chance penalty near walls, but they won't try to actively avoid them. This creates opportunities for the player to maneuver enemies into disadvantageous positions, although I admit this is just another form of exploiting: players push enemies against walls instead of luring them out of the room. But at least there is a trade-off now! The current challenge lies in ensuring enemies can effectively surround the player in order to make getting closer to a wall an inviting option. Since players typically kill enemies in one or two hits, enemies don't have enough time to position themselves, unless the player is blinded or enemies' HP is bloated. I guess I'll need to refine this more.