Spielerando

Fill a dungeon floor with treasure worth exactly its budget

Scattering random items across a floor makes one run rich and the next poor, and it can bury the player in junk or hand out a fortune. This entry fills each floor from a fixed value, never goes over it, and turns whatever is left into something useful.

Why this works

Players feel the total they collect over a floor more than any single item. Spending a fixed amount, choosing only what is still affordable, and paying the remainder in gold gives variety in what they find and sameness in how rich they become.

When not to use it

Don't cap the value when the game thrives on jackpots and bad runs, such as a gambling-flavoured crawler where one floor may hold a fortune. Also skip it for handmade levels where you place every treasure on purpose.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 26 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Fill a dungeon floor with treasure worth exactly its budget" (read_entry fill-a-dungeon-floor-with-a-fixed-treasure-value) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP