The game also uses procedural generation. Unlike the original Zelda and other games that influenced it, which all had fixed level designs, Below's world is constantly being remixed by algorithms to create slightly different versions so that no playthrough is the same. "We had a version of the procedural generation of levels completed early but we weren't happy with it and then ended up redoing it a bunch of times," he said. The team realized that true randomness, like what you get from a series of dice rolls, doesn't actually end up feeling random when done on a large scale. Rather than very unique outcomes, you get lots of things in the middle of the spectrum that all start to average out. "Total randomness doesn't feel good, or even feel random. It just feels messy and crummy," he said.