Robbery at the Purramids is a fast-paced action game developed for a jam theme of "DivingDeeper". You play as a grave-robbing cat dispatching egyptian mummies while traversing deeper and deeper into an ancient tomb with ever increasing amounts of enemies. The gameplay itself is fairly simple but very polished since Roobbery at the Purramids was an excuse to try my hand at procedural level generation. All design choices were made to facilitate that excuse. Full devlog here youtube.com/watch?v=cpFwkw11XJo&
— Game design: level generation algorithm, character controller, enemy design, difficulty algorithm
— Programming: enemy AI, gameplay, level generation, sound system
—Sound design (with the exception of CC0 music)

The level generation algorithm for Purramids is very simple - at it's base it's a random walker which is allowed to loop back on itself to create a jagged island. To ensure that levels are beatable and maintain a consistent feel and user-experience some edge-case rules we needed to make the generation work. Such as ensuring that the level exit is always reachable and no floating unreachable enemies could spawn since clearing the level is required to progress.
There is an interesting opportunity in a random-walk algorithm which is limiting the allowed directions and / or choosing to overlay walks or sequence them. By combining rulesets and changing them algorithmically multiple different level shapes can be achieved. Random walkers can also be used as a base to which to layer more generation algorithms to create organic but always-connected level layouts. I later used a similar more refined system for Void Tomb https://iiropeltonen.webflow.io/game-projects/voidtomb