Hey everyone!
First of all, I wanted to share how happy we are that Deep Dish Dungeon has been part of some awesome events recently: the Level Up showcase in Las Vegas, the Raw Fury's Publisher Sale on Steam, and the Medieval Fest on Steam focused on medieval fantasy games. It's been amazing to see the game featured alongside so many great titles, and we're incredibly grateful for all the new players discovering the game.

For this blog post, I wanted to chat about game design and its associated challenges. As you probably know by now, one of the core pillars of Deep Dish Dungeon is exploration driven by curiosity, not some task-oriented UI. So, very early on we decided to design the whole dungeon and not give any map or compass to the players.
It's a bold choice, and it comes with a lot of design challenges, especially in a metroidvania-style game like ours, where players revisit areas multiple times, unlock new paths, and gradually build an understanding of how everything connects.
So what were the key elements for us while designing a game like this?