Game development
The Diabolical Dungeons of Dr. Devil: compact dungeon design
A compact dungeon game can create variety from a small collection of rules. Rooms, enemies and hazards become interesting when the player can predict their behavior but must combine that knowledge under pressure.
Build the room generator around constraints: keep the entrance reachable, reserve space for the objective and validate that every necessary item can be obtained. Seeded generation lets a problematic room be reproduced exactly.
Use distinct shapes for walls, hazards and exits. A short game benefits from fast restarts and an explicit reason for failure. Test the generator independently from the renderer before adding visual effects.