A little reflection/explanation on the procedural generation I used in Caves of Goo

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  1. Procedural generation is one of those things that looks like magic from the outside but is really a series of small, careful decisions about what counts as a playable space. The map diagrams here make that clear, since the cave shapes are only half the problem and the other half is making sure every pocket is actually reachable. For a game jam project that is an especially tricky balance, because the generator has to be reliable enough that no run strands the player somewhere useless. It is the same design lesson you see in a much simpler form in Kick the Buddy APK, where every interaction has to read clearly the first time the player tries it.

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