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I got a simple level generator working, It can create levels with some uneven floor levels and with holes, I also want to add hidden treasures and traps.

I made so it then adds some tiles over the floor, I also had to make a new background system relative to the player position since levels no longer have a predefined height.
The height and Width of the room are randomly set, I want to lets say make a mountain level a lot more jumpy and elevated, while a beach level would stay pretty much even.

It then adds the player base elements, The boat has been replaced by a chest (your chest), the shop is still there, although im reconsidering it.
Thing is, since I went randomly generated path, maybe item/upgrades should also be randomly optained: keep cool suprises for every run.
Enemies are also placed randomly, well actually enemy spawners. there are 3 types of spawners:
-single enemy - spawns a single enemy as if he was always there (while out of view)
-Ambush - Spawns 2 enemy when approached, while mostly obvious, i want to add some suprising ones.
-House - contains 5 enemies, spawn 1 (or more?) at a time until emptied. spawns happen through both time and having cleared previous waves.
The enemies/spawns are restored on each way: to go get treasure and bring it back, so no go is ever easy, the enemies also get stronger.
The way I want things to be is to have a "loot to bring back" goal, and a "total loot available" treasure. Goal would of course be to reach the goal, alive before running out of treasure (unlike now where its unlimited).
Next up, should be making the goal and level selection.
Im also curious on how people feel on backtracking? I mean going to the chest, then comming back to cash it in.(repeat however many time you want/need)
Also enemies... how strong should they be? feels odd to get killed by fodder, but its also weird to one hit them all. which way to go?