Find the rooms nobody can enter and check each has a way to be found
A hand-drawn dungeon often hides a room by accident, and a secret room is only fun if one thin wall gives it away. Here is a check that lists every sealed room and the wall pieces where a secret door could go, and warns where the wall is too thick for that.
Why this works
A secret is only fun if it can be found. Separating what the player can walk to from what they cannot shows every room that is hidden by accident, and a single thin wall is the one kind of clue that makes a hidden room discoverable.
When not to use it
Skip it for a dungeon where rooms are reached by digging, flying or swimming, or for a game with no secrets. Walking is then not the only way in, so the check calls good rooms sealed; mark those paths as floor or ignore the result.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 48 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Find the rooms nobody can enter and check each has a way to be found" (read_entry find-sealed-rooms-and-thin-walls) 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