Courtesy of boristhebrave.com
Normal rooms are random rooms with enemies, hub rooms are larger rooms with several exits, plus there are reward and boss rooms. Don’t forget about the “connector” rooms without enemies and with an environmental hazard.
“There’s a handful of these layouts, called flows, per stage in Gungeon. The Hollow has the fewest with 4, while the Gungeon Proper has the most at 8,” noted the researcher. “They’re not generic — each is designed around a specific feature that you can notice with experienced play. This might be a gigantic loop, or an important multi-way fork, or having to travel through the shop to get to the end.” You can find the full list of layouts here.
It’s a really awesome study which covers clever game design mechanics. Make sure to check out the post here.