SparkContraption Toy
The Dungeon Remembers You
This Spark tests whether a maze can feel like a living relationship rather than a puzzle to solve. Players pick up mundane dungeon items — a torch, a loose brick, a suspicious mushroom — and place them back in strange, deliberate arrangements. The dungeon 'notices': doors lean toward you, walls grow graffiti that echoes your choices, monsters bring you things. The core mechanic under test is whether accumulating 'connection points' through absurd reciprocal acts (you gave the corridor a hat, the corridor gave you warmth) creates genuine attachment to a procedural space. It's less about solving the dungeon and more about befriending it.
Dano DeBroux