Newbie struggling with room content vs balance
I am not new to development or RPGs but am new to game dev and building roguelikes. I’m having fun with my prototype but I’m struggling with the order I’m building things. I’ve found myself going down rabbit holes of trying to balance things way too early , but it also sometimes seems that without some semblance of balance , I can’t lock in a core game loop that feels good. I am trying to start very traditional and turn based as well so I’m not exactly in uncharted territory.
For example, I’ve played around a lot with proc gen and my map style. My game is themed around exploration of a city at night where different blocks are different dungeon floors. For the basic map I’m using BSP with WFC to help add variety to the rooms.
But what happens is I have a nice large map with 20 or so rooms, but during my playtests, I sometimes will go to 3 or 4 rooms in a row with nothing in them and it feels frustrating. (Maybe this is just part of the genre lol)
So it’s like, I could make less rooms, or bigger rooms, but what if I like the amount of rooms and want more content in them? And if I don’t want more enemies or treasure than I’m dangerously close to introducing new content and balance to solve a problem and potentially cause a whack a mole of other balance problems.
I know this isn’t supposed to be easy, but I guess my main question is how have people solved exploration feeling boring until you get to a fight or a drop/chest?