With procedural generation you can save a lot of space for content but did you know that Pitfall! on the Atari 2600 uses one byte (!) to describe a room? Here's the link to an article describing how that works:
https://evoniuk.github.io/posts/pitfall.html
#gamedev #procgen #retro
How Pitfall Builds its World

@PixelProphecy actually used this method for a text based adventure game on the VIC-20 - inventory management in under 3583 bytes was a big challenge.
@bonwag Oh wow, I bet! Every byte is precious!