That&#x27;s interesting. Instinctively due to lots of statefulness an adventure game would feel like a problem most naturally solved using an object-oriented or structural approach so how would you compare the experience writing the game in Haskell as opposed to doing that in a non-functional language?<p>I took a peek at the code but with my (at best) level 101 Haskell knowledge found it a bit difficult to follow so I don&#x27;t think I&#x27;m competent enough to comment much on the style - but the functional maze generation and limiting usage of monadic constructs to places requiring IO looks cool.