Clarity & Mikas
Hey Mikas, ever notice how game design patterns line up with algorithmic efficiency? I've been thinking about the parallels between level progression and recursion, and how both can get stuck in loops if you don't set proper base cases. What’s your take on that?
Yeah, it’s basically the same thing. If your level design keeps spawning the same “mini‑world” over and over without a clear end, you’re just writing an infinite recursion in code. You gotta have a proper base case—maybe a boss or a finish flag—otherwise the player (or the stack) will just keep digging. The trick is balancing the depth of the recursion so the game feels challenging but doesn’t choke on itself.