@almost I agree, it's super frustrating when you get to the end of a long path that is just a dead end, that's the nature of the prim's algorithm though. I think it would probably make sense to take a second pass through after the initial generation is done and randomly open up some additional walls in a percentage of other cells. I played with that idea a little bit last night and it was ok, didn't really change much overall though.
The maze is 50 cells wide, by 30 cells tall -- so there are a total of 1500 'rooms' in every maze. Thanks for playing glad you liked it :)
@frescogusto It's all random, while you certainly can end up in a very well stocked maze, it's also possible to have _nothing_ populate (though thats a remote chance)... The way it works is it generates a random number between 0 and 15% of the maze size (225) and then scatters that many items randomly throughout the maze. It is definitely possible to never run across any flares or health. But yeah I agree at the top end the number of items can be kind of excessive.
Sound was the last thing added, right at the time cutoff, so I didn't have a chance to tweak it to be less frequent (which was originally my intent) . Ideally there needn't be a sound _every_ time you step in muck, or pick up an item... also agree, controls could be improved :)
Thanks for playing.