u/Apuzik_

Looking for indirect player agency mechanics in an auto-moving dungeon crawler

I'm designing a dungeon crawler with an auto-moving hero on a 2D grid. The player watches the hero clear rooms, but I want them to actively influence the run instead of being passive.

Something similar is implemented in Loop Hero, but in my case it's not a looped path — it's a procedurally generated dungeon with multiple floors. The floor structure is similar to what we see in The Binding of Isaac.

What mechanics work well for indirect player agency in both combat and exploration?

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u/Apuzik_ — 3 days ago