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Deep In The Dungeon

Screenshot 2026-02-22 113720.png

A randomly generating dungeon with a set seed meant for layers to be remembered

Role(s)

Everything

Project Time

March 2022 - May 2022

Programs Used

Godot Engine 3 - Engine

Labchirp - Sound Effects

Aseprite - Artwork

Garageband - Music

The original concept for this game was a roguelike where the layout would be preserved, yet randomly generated so it could be infinite, so that speedrunners could memorize layouts and use that to their advantage, although I would later add a mode that caused the generation to be random every time as well. This was my second overall project and the one I consider to be in the most "complete" state, out of my early games. 

The first major hurdle in making this game was how to handle procedural generation. I landed on making a "puzzle piece" system, that would place whole rooms and hallways, and any overlaps between ground and walls just became ground. After that, I could make players, enemies, weapons, bosses, etc., each with their own forms of scaling as the player descended.

While it didn't get as far into making the game as I wanted, I still am really proud of what I managed to do despite not knowing much about game development at the time. It was a really good project for getting me into game dev, and was at the time, my most systematically complex project that I had worked on.

This project is also one of the few where I have a web build. If you would like to try the game, it can be played down below!

Controls:

Arrow Keys - Move, Navigate Menus

Z - Attack, Select Menu

X - Interact, Cancel Menu, Delete Item

C - Swap Weapon Mode (On applicable weapons)

A/D - Swap current hotbar slot

S - Reload Weapon (On applicable weapons)

Q - Open Inventory

Tab - Fullscreen Map

ESC - Return to Main Menu

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