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That's interesting. Instinctively due to lots of statefulness an adventure game would feel like a problem most naturally solved using an object-oriented or structural approach so how would you compare the experience writing the game in Haskell as opposed to doing that in a non-functional language?

I took a peek at the code but with my (at best) level 101 Haskell knowledge found it a bit difficult to follow so I don't think I'm competent enough to comment much on the style - but the functional maze generation and limiting usage of monadic constructs to places requiring IO looks cool.

Personally, I'm not a fan of using functional programming in video games. I found it to be quite a pain to deal with Haskell's functional aspects when handling state. Although, I did not try using the state monad which might have prevented the issues I encountered. So, perhaps I will try making a game in Haskell in the future just so I can try and see if the state monad would fix the issues I encountered.