Level Design is the most important screw that holds DungeoNeer together. As a roguelite game the player gets a randomized set of tools and equipment at the start of each run. As they progress through the dungeon they can collect materials and other components to craft more tools that would allow them to access previously inaccessible areas. The game is primarily a stealth game (with action and combat elements), so the levels have to be intricately designed to allow players to sneak past the enemies and obstacles, however they choose to. Since the player may not have access to some of the pathways due to them not having the right tool to open a vent or a locked door that requires a keycard; the levels have to be constructed in such a way that there is always a way for the player to progress regardless of what loadout they start with. So, in essence the game doesn't fully halt the players progress, it merely slows down and restricts the player's passage through that path tempora...