- per room seclusion factor
- maximum and average seclusion factor
- loopiness - how much backtracking must be done
- connectedness - number of immediately connected areas + the number those connect to
- entrance/exit distance
key/obstacle placement will be interesting. need to find paths between any 2 nodes and figure out how to block them
obstacle types:
- blocked door/tunnel
- locked door
- radiation hazard
- bio hazard
- mini boss
- atmostpheric loss
- underwater
- fluff - atmosphere, no mechanical game effect
- rewards - unprotected "free" rewards
- risk vs reward - obstacles and threats block reward
- danger - outright dangerous encounter without obvious reward