While I did not achieve what I wanted to accomplish, I did successfully create a random world generator. I wasn't able to accomplish what I planned since I spent way too long following Blender tutorials instead of using my time to downgrade my project to 2d and make simple sprites.
When I first started my project, I honed in on the random world generator, spending nearly two months on it. I encountered multiple bugs during this period. These bugs ranged from making Unity freeze up and refuse to close, all the way to walls and floors being instantiated and flung off into the great abyss.
Throughout March and April, I was stuck figuring out how to use Blender. I made some assets that I would love to use ingame, but they had way too many vertices and would have crashed a NASA supercomputer when they were rendered on the scale I was using. I never actually moderated how many vertices I was using. Finally, I never was actually making anything good looking, I was just drawing lines until it looked like something you would not understand.
I originally planned for my game to be 3d, but due to the niches of Blender I only made a handful of assets that still looked like garbage regardless. Due to Unity's weird navigation systems, I wasn't able to include a minotaur in the final game because of my choice to downgrade to 2d. The minotaur would have had a set radius of detection, adaptability, and other features. When I first started in January, I also had planned for spirits to play tricks on the player. Maybe the player would hear the minotaur's feet nearby, but there was no minotaur. Maybe the player would see something, Or perhaps the maze would randomly change. I feel that if I had more time inside and outside class, more experience with Unity, and prior usage of Blender, all these would've been achievable.