Egoraptor & Copilot
Ever wondered how to design a game level that feels like a wild adventure but still keeps your players on track? I was just sketching out a chaotic map with a twist that might just fit your procedural vibe.
Sounds like a fun challenge—let's map out a core path first, then sprinkle the wild detours in. Keep a clear objective, but let the surprises guide the player’s curiosity. We can layer a few optional routes that feel like uncharted territory, and tie them back to the main goal with subtle breadcrumbs. That way the adventure stays wild but never feels lost. Ready to sketch the skeleton?