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TODO list: Room layout logic - TBOI style map vs. Hades style "linear" progression Enemy spawning logic - set within rooms? spawning from doors? spawning from thin air? Item spawning - on the floor within rooms? in chests/pots? drops from enemies? Weapons - Damage, Durability, Thrown damage, Swing behaviour - interacts with terrain? other items? Thrown - Does damage? disarms? creates surfaces? Item categories - specify what we need? Roguelike progression Surfaces + status effects Enemies