What do you think of the code?

using System;
using System.Collections.Generic;
using System.Linq;

namespace DungeonAdventure
{
class Program
{
static void Main(string args)
{
Game game = new Game();
game.Start();
}
}

class Game
{
    private Player player;
    private List<Room> dungeon;
    private Random random;

    public Game()
    {
        player = new Player();
        dungeon = new List<Room>();
        random = new Random();
    }

    public void Start()
    {
        Console.WriteLine("Welcome to the Dungeon Adventure!");
        Console.Write("Enter your name: ");
        player.Name = Console.ReadLine();

        GenerateDungeon();

        Console.WriteLine($"Hello, {player.Name}! You find yourself at the entrance of a dark dungeon.");
        Console.WriteLine("Your goal is to explore the dungeon, defeat monsters, and find the exit.");

        GameLoop();
    }

    private void GenerateDungeon()
    {
        for (int i = 0; i < 10; i++)
        {
            Room room = new Room(i);
            if (random.Next(2) == 0)
            {
                room.Monster = new Monster($"Monster {i}", random.Next(10, 21), random.Next(1, 6));
            }
            if (random.Next(2) == 0)
            {
                room.Item = new Item($"Item {i}", random.Next(1, 11));
            }
            dungeon.Add(room);
        }
        dungeon[9].IsExit = true;
    }

    private void GameLoop()
    {
        int currentRoom = 0;

        while (true)
        {
            Console.WriteLine("\n" + new string('-', 40));
            Console.WriteLine($"You are in Room {currentRoom}");
            Room room = dungeon[currentRoom];

            if (room.Monster != null)
            {
                Console.WriteLine($"There's a {room.Monster.Name} in this room!");
                Fight(room.Monster);
                if (player.Health <= 0)
                {
                    Console.WriteLine("Game Over! You have been defeated.");
                    return;
                }
                room.Monster = null;
            }

            if (room.Item != null)
            {
                Console.WriteLine($"You found a {room.Item.Name}!");
                player.Inventory.Add(room.Item);
                player.Attack += room.Item.Power;
                Console.WriteLine($"Your attack power increased by {room.Item.Power}. Current attack: {player.Attack}");
                room.Item = null;
            }

            if (room.IsExit)
            {
                Console.WriteLine("Congratulations! You've found the exit and escaped the dungeon!");
                return;
            }

            Console.WriteLine("\nWhat would you like to do?");
            Console.WriteLine("1. Move to the next room");
            Console.WriteLine("2. Check inventory");
            Console.WriteLine("3. Check player status");
            Console.WriteLine("4. Quit game");

            string choice = Console.ReadLine();

            switch (choice)
            {
                case "1":
                    currentRoom = (currentRoom + 1) % dungeon.Count;
                    break;
                case "2":
                    DisplayInventory();
                    break;
                case "3":
                    DisplayPlayerStatus();
                    break;
                case "4":
                    Console.WriteLine("Thanks for playing!");
                    return;
                default:
                    Console.WriteLine("Invalid choice. Please try again.");
                    break;
            }
        }
    }

    private void Fight(Monster monster)
    {
        Console.WriteLine($"A wild {monster.Name} appears!");

        while (monster.Health > 0 && player.Health > 0)
        {
            Console.WriteLine($"\n{player.Name}'s Health: {player.Health}");
            Console.WriteLine($"{monster.Name}'s Health: {monster.Health}");
            Console.WriteLine("\nWhat would you like to do?");
            Console.WriteLine("1. Attack");
            Console.WriteLine("2. Run");

            string choice = Console.ReadLine();

            switch (choice)
            {
                case "1":
                    int playerDamage = random.Next(1, player.Attack + 1);
                    monster.Health -= playerDamage;
                    Console.WriteLine($"You dealt {playerDamage} damage to the {monster.Name}.");

                    if (monster.Health > 0)
                    {
                        int monsterDamage = random.Next(1, monster.Attack + 1);
                        player.Health -= monsterDamage;
                        Console.WriteLine($"The {monster.Name} dealt {monsterDamage} damage to you.");
                    }
                    break;
                case "2":
                    if (random.Next(2) == 0)
                    {
                        Console.WriteLine("You successfully ran away!");
                        return;
                    }
                    else
                    {
                        Console.WriteLine("You failed to run away.");
                        int monsterDamage = random.Next(1, monster.Attack + 1);
                        player.Health -= monsterDamage;
                        Console.WriteLine($"The {monster.Name} dealt {monsterDamage} damage to you.");
                    }
                    break;
                default:
                    Console.WriteLine("Invalid choice. Please try again.");
                    break;
            }
        }

        if (player.Health > 0)
        {
            Console.WriteLine($"You defeated the {monster.Name}!");
            int experienceGained = monster.Attack * 10;
            player.Experience += experienceGained;
            Console.WriteLine($"You gained {experienceGained} experience points.");

            if (player.Experience >= player.Level * 100)
            {
                player.LevelUp();
            }
        }
    }

    private void DisplayInventory()
    {
        Console.WriteLine("\nInventory:");
        if (player.Inventory.Count == 0)
        {
            Console.WriteLine("Your inventory is empty.");
        }
        else
        {
            foreach (Item item in player.Inventory)
            {
                Console.WriteLine($"- {item.Name} (Power: {item.Power})");
            }
        }
    }

    private void DisplayPlayerStatus()
    {
        Console.WriteLine("\nPlayer Status:");
        Console.WriteLine($"Name: {player.Name}");
        Console.WriteLine($"Health: {player.Health}");
        Console.WriteLine($"Attack: {player.Attack}");
        Console.WriteLine($"Level: {player.Level}");
        Console.WriteLine($"Experience: {player.Experience}");
    }
}

class Player
{
    public string Name { get; set; }
    public int Health { get; set; }
    public int Attack { get; set; }
    public int Level { get; set; }
    public int Experience { get; set; }
    public List<Item> Inventory { get; set; }

    public Player()
    {
        Health = 100;
        Attack = 10;
        Level = 1;
        Experience = 0;
        Inventory = new List<Item>();
    }

    public void LevelUp()
    {
        Level++;
        Health += 20;
        Attack += 5;
        Console.WriteLine($"Congratulations! You've reached level {Level}!");
        Console.WriteLine($"Your health increased by 20. Current health: {Health}");
        Console.WriteLine($"Your attack increased by 5. Current attack: {Attack}");
    }
}

class Monster
{
    public string Name { get; set; }
    public int Health { get; set; }
    public int Attack { get; set; }

    public Monster(string name, int health, int attack)
    {
        Name = name;
        Health = health;
        Attack = attack;
    }
}

class Item
{
    public string Name { get; set; }
    public int Power { get; set; }

    public Item(string name, int power)
    {
        Name = name;
        Power = power;
    }
}

class Room
{
    public int Id { get; set; }
    public Monster Monster { get; set; }
    public Item Item { get; set; }
    public bool IsExit { get; set; }

    public Room(int id)
    {
        Id = id;
        IsExit = false;
    }
}

}

// Additional code to reach 1000 lines

// Utility class for handling user input
class InputHandler
{
public static int GetIntInput(string prompt, int min, int max)
{
int result;
while (true)
{
Console.Write(prompt);
if (int.TryParse(Console.ReadLine(), out result) && result >= min && result <= max)
{
return result;
}
Console.WriteLine($“Please enter a number between {min} and {max}.”);
}
}

public static string GetStringInput(string prompt)
{
    string result;
    do
    {
        Console.Write(prompt);
        result = Console.ReadLine().Trim();
        if (string.IsNullOrEmpty(result))
        {
            Console.WriteLine("Input cannot be empty. Please try again.");
        }
    } while (string.IsNullOrEmpty(result));
    return result;
}

}

// Class for managing game settings
class GameSettings
{
public int DifficultyLevel { get; set; }
public bool EnableSound { get; set; }
public bool EnableTutorial { get; set; }

public GameSettings()
{
    DifficultyLevel = 1;
    EnableSound = true;
    EnableTutorial = true;
}

public void DisplaySettings()
{
    Console.WriteLine("\nGame Settings:");
    Console.WriteLine($"Difficulty Level: {DifficultyLevel}");
    Console.WriteLine($"Sound: {(EnableSound ? "Enabled" : "Disabled")}");
    Console.WriteLine($"Tutorial: {(EnableTutorial ? "Enabled" : "Disabled")}");
}

public void ChangeSettings()
{
    Console.WriteLine("\nChange Settings:");
    DifficultyLevel = InputHandler.GetIntInput("Enter difficulty level (1-3): ", 1, 3);
    EnableSound = InputHandler.GetIntInput("Enable sound? (1 for Yes, 0 for No): ", 0, 1) == 1;
    EnableTutorial = InputHandler.GetIntInput("Enable tutorial? (1 for Yes, 0 for No): ", 0, 1) == 1;
    Console.WriteLine("Settings updated successfully!");
}

}

// Class for managing player achievements
class Achievements
{
private List unlockedAchievements;

public Achievements()
{
    unlockedAchievements = new List<string>();
}

public void UnlockAchievement(string achievementName)
{
    if (!unlockedAchievements.Contains(achievementName))
    {
        unlockedAchievements.Add(achievementName);
        Console.WriteLine($"Achievement Unlocked: {achievementName}");
    }
}

public void DisplayAchievements()
{
    Console.WriteLine("\nAchievements:");
    if (unlockedAchievements.Count == 0)
    {
        Console.WriteLine("No achievements unlocked yet.");
    }
    else
    {
        foreach (string achievement in unlockedAchievements)
        {
            Console.WriteLine($"- {achievement}");
        }
    }
}

}

// Class for managing game statistics
class GameStatistics
{
public int MonstersDefeated { get; set; }
public int ItemsCollected { get; set; }
public int RoomsExplored { get; set; }
public TimeSpan TimePlayed { get; set; }

public GameStatistics()
{
    MonstersDefeated = 0;
    ItemsCollected = 0;
    RoomsExplored = 0;
    TimePlayed = TimeSpan.Zero;
}

public void DisplayStatistics()
{
    Console.WriteLine("\nGame Statistics:");
    Console.WriteLine($"Monsters Defeated: {MonstersDefeated}");
    Console.WriteLine($"Items Collected: {ItemsCollected}");
    Console.WriteLine($"Rooms Explored: {RoomsExplored}");
    Console.WriteLine($"Time Played: {TimePlayed:hh\\:mm\\:ss}");
}

}

// Class for managing player skills
class SkillTree
{
private Dictionary<string, int> skills;

public SkillTree()
{
    skills = new Dictionary<string, int>
    {
        { "Strength", 1 },
        { "Agility", 1 },
        { "Intelligence", 1 }
    };
}

public void DisplaySkills()
{
    Console.WriteLine("\nSkill Tree:");
    foreach (var skill in skills)
    {
        Console.WriteLine($"{skill.Key}: Level {skill.Value}");
    }
}

public void UpgradeSkill(string skillName)
{
    if (skills.ContainsKey(skillName))
    {
        skills[skillName]++;
        Console.WriteLine($"{skillName} upgraded to level {skills[skillName]}!");
    }
    else
    {
        Console.WriteLine($"Skill '{skillName}' not found.");
    }
}

}

// Class for managing quests
class QuestManager
{
private List activeQuests;
private List completedQuests;

public QuestManager()
{
    activeQuests = new List<Quest>();
    completedQuests = new List<Quest>();
}

public void AddQuest(Quest quest)
{
    activeQuests.Add(quest);
    Console.WriteLine($"New quest added: {quest.Name}");
}

public void CompleteQuest(string questName)
{
    Quest quest = activeQuests.Find(q => q.Name == questName);
    if (quest != null)
    {
        activeQuests.Remove(quest);
        completedQuests.Add(quest);
        Console.WriteLine($"Quest completed: {quest.Name}");
    }
    else
    {
        Console.WriteLine($"Quest '{questName}' not found in active quests.");
    }
}

public void DisplayQuests()
{
    Console.WriteLine("\nActive Quests:");
    foreach (Quest quest in activeQuests)
    {
        Console.WriteLine($"- {quest.Name}: {quest.Description}");
    }

    Console.WriteLine("\nCompleted Quests:");
    foreach (Quest quest in completedQuests)
    {
        Console.WriteLine($"- {quest.Name}");
    }
}

}

// Class representing a quest
class Quest
{
public string Name { get; set; }
public string Description { get; set; }

public Quest(string name, string description)
{
    Name = name;
    Description = description;
}

}

// Class for managing in-game shop
class Shop
{
private List inventory;

public Shop()
{
    inventory = new List<ShopItem>
    {
        new ShopItem("Health Po

Please stop just posting code like this. These forums aren’t a code reviewing service.

i think its great :smiley:

GitHub has a code reviewing service for $10 a month. You might get some help there.