Levels past the authored maps were always the same 31x21 maze. Now the shape
rotates through what Gauntlet II is actually remembered for:
- arena — "IT'S A TRAP!": wide open, a few pillars, ringed with generators
- fortress — concentric rings, single-gap vault door, exit at the locked core
- invisible — walls at 0.05 alpha, revealed tile-by-tile as you bump them
- cells — honeycomb of small rooms joined by punched doorways
- quadrants — four rooms behind a wall cross, clutter blocks inside
- maze — the original recursive backtracker, now one option of six
Map size scales with depth (25x17 -> 45x31, 18 distinct sizes). Arena gets
generator hell; deeper tiers get more gold and clutter.
Two bugs caught by an in-browser solvability harness (flood-fill from start to
booth across 80 generated levels):
- 3 of 6 `cells` levels sealed the exit off entirely -> added a safety net that
carves an L-corridor when the booth is unreachable (only turns wall into
floor, so it can never eat a fixture; protects future archetypes too)
- archetype was welded to theme forever (7 % 6 === 1, so shape index == theme
index): every Archive level was invisible AND dark. Decoupled with a per-loop
offset, plus an explicit guard against the dark+invisible combo.
Verified: 80 levels, 0 unsolvable, every vault ships a reachable key outside it,
each theme now sees 3 different shapes, 0 dark+invisible combos.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>