Quick answer: Run a braiding pass that removes a fraction of dead ends by knocking out one wall of each, turning the perfect maze into a partial-braid maze with loops.
Recursive backtracking makes a valid maze, but a perfect maze is mostly dead ends and feels tedious to traverse. Braiding it adds loops and variety.
How to fix it
1. Detect dead-end cells
Scan the maze for cells with exactly one open neighbor; those are the dead ends. Collect them into a list to process.
2. Braid out a fraction of them
For each dead end you want to remove (e.g. 50%), carve a passage through one of its walls into an adjacent cell, creating a loop. Choose the neighbor that is not the cell you came from to avoid backtracking the path.
3. Tune the braid ratio for feel
A braid ratio near 0 keeps the maze hard and twisty; near 1 makes it open and loopy. Expose it as a parameter and pick a value that matches your traversal goals.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.