I’m currently working on A Dungeon Crawler and a Word Game Had a Baby and one thing I’m struggling with is “tuning” the game. Since pickup items are generated randomly (but weighted) it’s possible to discover a level that can’t be beaten with the items you find.
This post gave me some good ideas — weighted is good, but adding some logic to that will make the gameplay even better.
Gamasutra: Shane Neville’s Blog – Making Loot Drops More Engaging in Bunker Punks