January Game Jam
The final entry is a maze to be navigated in emacs lisp. The inital plan was a roguelike in lisp.
It's a simple leasson to learn to scale ideas back to the bare minimal.
I spent a few to many days making the maze generation using Prim's algorithm. Turned out to stop trying to use neigbouring cells and stick to vectors using a multiplier to handle the width of the walls.