Dungeon Raiders was a two-year project while I was a student at Cambridge Regional College. Taking the idea from my past game jam entry from 2015, I have mostly experimented on fast movement and procedurally generated systems.
An early version of the game was submitted to BAFTA Young Game Designer's competition and was nominated for an award, which can be viewed here.
Highlights:
Procedurally generated levels using premade rooms.
Fun movement system with double jumps, wall jumps and sliding momentum.
Player mobility expandable through equipped items.
Auto-tiling system for tile visuals.
Custom tools to help with development.
Software:
Clickteam Fusion 2.5
Photoshop
Clickteam Fusion 2.5
Photoshop

Final iteration of the game as my last project for the games development course in CRC. (2018)
This iteration used far smaller tiles with "auto-tiling", a method that reads the 8 neighbours of a tile and assigns each a bit. Through a lookup table it can then display the correct sprite out of 47.
Each side of a tile could then be decorated with wooden panels that would auto-tile as well.
The levels generate using a list of available rooms made within a room editor, each connected by specific connection points.
Video of the room creation process using my own room editor tool.
Each room would be created with this room editor tool and then packaged using a less pretty room packing tool for the game to generate levels with.

Room generation testing/debug view. Connection points and bounding boxes can be seen.

After graduating, I would continue experimenting and creating tools like this one that generates rough tile-sets to see how they would look in-game without needing to create all 47 tiles myself.

The last auto-tiling method was created in 2019 that scrapped decorative wooden panels for tile blending.