
Dungeon Layout Planner
Design the dungeon layout planner in its map view after the player has revealed part of the dungeon. This is a planning screen, not a combat screen: the player is choosing a route through known rooms, corridors, and blocked passages.
The map should make explored space feel readable at a glance. Show where the player stands now, what has been uncovered, and which directions are still unknown or sealed off. The layout needs to support quick route decisions without making the dungeon feel flat or over-explained.
Treat the revealed sections like a live tactical board. Different room types, branch points, dead ends, and key landmarks should be distinct enough to help the player plan a path, but still feel like part of a dungeon crawl.
The interesting part is the tension between certainty and uncertainty. The player can see enough to make a plan, but not enough to know everything ahead. The UI should make that balance clear through map styling, fogged areas, and route emphasis.
Use one strong visual treatment for the current route and a separate, quieter treatment for unrevealed space so the player never confuses planned path with unknown territory.
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