#4 Level Generation – Each Run Is Unique

I want to make Light Bearer replayable, so each time you play, you’ll have a different experience.

Random levels play an important part in replayability, so I spent the past week implementing random level generation. So far, there are only four room types (starting room, hallway, storage, and mirror puzzle) but it will be very simple to add more. Each room will also have a different layout every time, so you’ll still need to explore carefully and can’t just memorize the setup.

This means that every run will challenge you to think strategically. You’ll need to decide which rooms to keep lit, where to store your resources, where to build traps, which puzzles to solve for your advantage, and which spells to keep. With multiple options at every turn, luck plays only a minor role in your survival.

Random generation also affects the atmosphere. You never know what shadows or dangers might be lurking in the next room, and each run brings a slightly different tension and uncertainty. You might find yourself nervously checking every corner or deciding to focus on fortifying the lighthouse bulb rather than exploring.

I don’t plan to make the levels infinite for now, because your main goal isn’t simply to explore or defeat enemies—it’s to keep the lighthouse bulb lit. This leads to different playstyles: some players may enjoy exploring to find rare resources, facing stronger enemies, while others may focus on improving their “base” near the bulb. Most likely, you’ll need to balance both strategies to progress further.

Soon, I’ll be looking for people to test the game, so follow me on X if you haven’t already, to not miss this opportunity. I’ll also be creating a Steam page for the game soon, so stay tuned!

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