DUNGEON CITY RUMBLE / GAME SYSTEMS
One room, two views
Taking the fight into the room the party had actually entered.

The procedural floor begins as a set of wire outlines. Rooms and connecting passages appear first, then the stone drops into place. A visual review shortened the reveal from 11 seconds to 8.8, so the party could start moving while the last furnishings settled.
An early version sent the party to a fixed chamber for combat. The next study brought the combat interface into the generated room itself. Walls, doors, and props now carry through from the exploration view, and an 80 percent tint quiets the empty space behind the interface.
Two seeds made the difference easy to see. One encounter had 99 floor tiles and the other had 35. Each fight inherited the shape of its own room, right down to the space between the party and its opponent.