I&#x27;ve been working on an algorithm to make more playable dungeons with included puzzles (e.g. locked door&#x2F;key quests etc.).  The math is there to ensure everything is solvable and relatively interesting (you&#x27;re guaranteed to run into a puzzle before you find all the elements you need to solve it, for instance) but I got bored when it came time to make an example game to illustrate how it works.  I&#x27;ll pick that back up at some point...