```csharp
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;

namespace ConsoleRaycastMaze
{
    class Program
    {
        // Screen dimensions
        static int screenWidth;
        static int screenHeight;

        // Map dimensions
        const int mapWidth = 32;
        const int mapHeight = 32;
        static char[,] map = new char[mapWidth, mapHeight];

        // Player variables
        static double posX = 1.5, posY = 1.5; // Player position
        static double dirX = -1, dirY = 0;    // Player direction

        // Adjusted Camera Plane for Reduced FOV (Original plane was (0, 0.66))
        static double planeX = 0, planeY = 0.165; // Reduced by 4x for narrower FOV

        // Timing
        static double time = 0; // Time of current frame
        static double oldTime = 0; // Time of previous frame

        // ANSI Escape Codes
        const string resetColor = "\u001b[0m";

        // Minimap dimensions
        const int minimapSize = 20;

        // Enable ANSI escape codes on Windows
        [DllImport("kernel32.dll", SetLastError = true)]
        static extern IntPtr GetStdHandle(int nStdHandle);
        [DllImport("kernel32.dll")]
        static extern bool GetConsoleMode(IntPtr hConsoleHandle, out int lpMode);
        [DllImport("kernel32.dll")]
        static extern bool SetConsoleMode(IntPtr hConsoleHandle, int dwMode);

        const int STD_OUTPUT_HANDLE = -11;
        const int ENABLE_VIRTUAL_TERMINAL_PROCESSING = 0x0004;

        static void EnableANSIColors()
        {
            IntPtr handle = GetStdHandle(STD_OUTPUT_HANDLE);
            if (!GetConsoleMode(handle, out int mode))
            {
                return;
            }
            mode |= ENABLE_VIRTUAL_TERMINAL_PROCESSING;
            SetConsoleMode(handle, mode);
        }

        static void Main(string[] args)
        {
            EnableANSIColors(); // Enable ANSI escape codes
            Console.CursorVisible = false;
            Console.Clear();
            // Set initial window and buffer size
            try
            {
                Console.SetWindowSize(120, 40);
                Console.SetBufferSize(120, 40);
            }
            catch
            {
                // Ignore if setting window size fails due to system limitations
            }
            screenWidth = Console.WindowWidth;
            screenHeight = Console.WindowHeight;

            GenerateMap();

            Stopwatch stopwatch = new Stopwatch();
            stopwatch.Start();

            while (true)
            {
                // Handle window resizing
                if (screenWidth != Console.WindowWidth || screenHeight != Console.WindowHeight)
                {
                    screenWidth = Console.WindowWidth;
                    screenHeight = Console.WindowHeight;
                    try
                    {
                        Console.SetBufferSize(screenWidth, screenHeight);
                    }
                    catch
                    {
                        // Ignore if setting buffer size fails
                    }
                }

                // Timing
                oldTime = time;
                time = stopwatch.Elapsed.TotalSeconds;
                double frameTime = time - oldTime;

                // Input
                ProcessInput(frameTime);

                // Render frame
                RenderFrame();

                // Sleep to reduce CPU usage
                Thread.Sleep(1);
            }
        }

        static void GenerateMap()
        {
            Random rand = new Random();
            // Simple maze generation: boundaries are walls, inner cells random ensuring at least one path
            for (int x = 0; x < mapWidth; x++)
            {
                for (int y = 0; y < mapHeight; y++)
                {
                    if (x == 0 || y == 0 || x == mapWidth - 1 || y == mapHeight - 1)
                        map[x, y] = '#';
                    else
                    {
                        // Ensure some paths by limiting wall density
                        map[x, y] = (rand.NextDouble() > 0.7) ? '#' : ' ';
                    }
                }
            }

            // Ensure starting position is empty
            map[1, 1] = ' ';
        }

        static void ProcessInput(double frameTime)
        {
            double moveSpeed = frameTime * 5.0; // squares per second
            double rotSpeed = frameTime * 3.0;  // radians per second

            while (Console.KeyAvailable)
            {
                ConsoleKeyInfo key = Console.ReadKey(true);
                if (key.Key == ConsoleKey.W || key.Key == ConsoleKey.UpArrow)
                {
                    if (IsPositionEmpty(posX + dirX * moveSpeed, posY))
                        posX += dirX * moveSpeed;
                    if (IsPositionEmpty(posX, posY + dirY * moveSpeed))
                        posY += dirY * moveSpeed;
                }
                if (key.Key == ConsoleKey.S || key.Key == ConsoleKey.DownArrow)
                {
                    if (IsPositionEmpty(posX - dirX * moveSpeed, posY))
                        posX -= dirX * moveSpeed;
                    if (IsPositionEmpty(posX, posY - dirY * moveSpeed))
                        posY -= dirY * moveSpeed;
                }
                if (key.Key == ConsoleKey.A || key.Key == ConsoleKey.LeftArrow)
                {
                    // Rotate left
                    Rotate(-rotSpeed);
                }
                if (key.Key == ConsoleKey.D || key.Key == ConsoleKey.RightArrow)
                {
                    // Rotate right
                    Rotate(rotSpeed);
                }
                if (key.Key == ConsoleKey.R)
                {
                    GenerateMap();
                }
                if (key.Key == ConsoleKey.Escape)
                {
                    Environment.Exit(0);
                }
            }
        }

        static bool IsPositionEmpty(double x, double y)
        {
            int mapX = (int)x;
            int mapY = (int)y;
            if (mapX >= 0 && mapX < mapWidth && mapY >= 0 && mapY < mapHeight)
                return map[mapX, mapY] == ' ';
            return false;
        }

        static void Rotate(double angle)
        {
            double oldDirX = dirX;
            dirX = dirX * Math.Cos(angle) - dirY * Math.Sin(angle);
            dirY = oldDirX * Math.Sin(angle) + dirY * Math.Cos(angle);
            // Camera plane already adjusted for reduced FOV
        }

        static void RenderFrame()
        {
            StringBuilder sb = new StringBuilder();

            // Initialize a 2D character array for the screen
            char[,] screenBuffer = new char[screenHeight, screenWidth];
            string[,] colorBuffer = new string[screenHeight, screenWidth];

            // Fill screen buffer with default characters and colors
            for (int y = 0; y < screenHeight; y++)
                for (int x = 0; x < screenWidth; x++)
                {
                    screenBuffer[y, x] = ' ';
                    colorBuffer[y, x] = "\u001b[0m"; // Reset color
                }

            // Raycasting
            for (int x = 0; x < screenWidth; x++)
            {
                // Calculate ray position and direction
                double cameraX = 2 * x / (double)screenWidth - 1; // x-coordinate in camera space
                double rayDirX = dirX + planeX * cameraX;
                double rayDirY = dirY + planeY * cameraX;

                // Which box of the map we're in
                int mapX = (int)posX;
                int mapY = (int)posY;

                // Length of ray from current position to next x or y-side
                double sideDistX;
                double sideDistY;

                // Length of ray from one x or y-side to next x or y-side
                double deltaDistX = (rayDirX == 0) ? 1e30 : Math.Abs(1 / rayDirX);
                double deltaDistY = (rayDirY == 0) ? 1e30 : Math.Abs(1 / rayDirY);
                double perpWallDist;

                // What direction to step in x or y-direction (either +1 or -1)
                int stepX, stepY;

                bool hit = false; // Was a wall hit?
                int side = 0; // Was the wall vertical or horizontal?

                // Calculate step and initial sideDist
                if (rayDirX < 0)
                {
                    stepX = -1;
                    sideDistX = (posX - mapX) * deltaDistX;
                }
                else
                {
                    stepX = 1;
                    sideDistX = (mapX + 1.0 - posX) * deltaDistX;
                }
                if (rayDirY < 0)
                {
                    stepY = -1;
                    sideDistY = (posY - mapY) * deltaDistY;
                }
                else
                {
                    stepY = 1;
                    sideDistY = (mapY + 1.0 - posY) * deltaDistY;
                }

                // Perform DDA
                while (!hit)
                {
                    // Jump to next map square, either in x-direction or y-direction
                    if (sideDistX < sideDistY)
                    {
                        sideDistX += deltaDistX;
                        mapX += stepX;
                        side = 0;
                    }
                    else
                    {
                        sideDistY += deltaDistY;
                        mapY += stepY;
                        side = 1;
                    }
                    // Check if ray has hit a wall
                    if (mapX >= 0 && mapX < mapWidth && mapY >= 0 && mapY < mapHeight)
                    {
                        if (map[mapX, mapY] == '#') hit = true;
                    }
                    else
                    {
                        hit = true; // Hit boundary
                    }
                }

                // Calculate distance to the point of impact
                if (side == 0)
                    perpWallDist = (sideDistX - deltaDistX);
                else
                    perpWallDist = (sideDistY - deltaDistY);

                // Calculate height of line to draw on screen
                int lineHeight = (int)(screenHeight / perpWallDist);

                // Calculate lowest and highest pixel to fill in current stripe
                int drawStart = -lineHeight / 2 + screenHeight / 2;
                if (drawStart < 0) drawStart = 0;
                int drawEnd = lineHeight / 2 + screenHeight / 2;
                if (drawEnd >= screenHeight) drawEnd = screenHeight - 1;

                // Choose wall color based on distance for depth indication
                int colorIntensity = Math.Clamp((int)(255 / (perpWallDist * 1.5)), 0, 255);
                string wallColor = $"\u001b[38;2;{colorIntensity};{colorIntensity};{colorIntensity}m";

                // Optionally darken colors for y-sides to add depth
                if (side == 1)
                    wallColor = $"\u001b[38;2;{Math.Clamp(colorIntensity - 50, 0, 255)};" +
                                $"{Math.Clamp(colorIntensity - 50, 0, 255)};" +
                                $"{Math.Clamp(colorIntensity - 50, 0, 255)}m";

                for (int y = drawStart; y <= drawEnd; y++)
                {
                    // Set wall color
                    colorBuffer[y, x] = wallColor;
                    screenBuffer[y, x] = '\u2588'; // Full block character
                }

                // Ceiling: Dark Blue
                for (int y = 0; y < drawStart; y++)
                {
                    colorBuffer[y, x] = "\u001b[38;2;10;10;100m"; // Dark Blue
                    screenBuffer[y, x] = '\u2588'; // Full block character
                }

                // Floor: Dark Gray
                for (int y = drawEnd + 1; y < screenHeight; y++)
                {
                    colorBuffer[y, x] = "\u001b[38;2;50;50;50m"; // Dark Gray
                    screenBuffer[y, x] = '\u2588'; // Full block character
                }
            }

            // Overlay Minimap at bottom-right corner
            RenderMinimap(screenBuffer, colorBuffer);

            // Build the final string with colors
            for (int y = 0; y < screenHeight; y++)
            {
                for (int x = 0; x < screenWidth; x++)
                {
                    sb.Append($"{colorBuffer[y, x]}{screenBuffer[y, x]}");
                }
                sb.Append(resetColor); // Reset color at end of line
                sb.Append('\n');
            }

            // Output to console
            try
            {
                Console.SetCursorPosition(0, 0);
                Console.Write(sb.ToString().Substring(0, sb.Length - 1));
            }
            catch (ArgumentOutOfRangeException)
            {
                // Handle potential exceptions when writing outside the buffer
            }
        }

        static void RenderMinimap(char[,] screenBuffer, string[,] colorBuffer)
        {
            int minimapWidth = minimapSize;
            int minimapHeight = minimapSize;

            // Calculate top-left corner of minimap at bottom-right
            int startX = screenWidth - minimapWidth - 2; // 2 characters padding from right
            int startY = screenHeight - minimapHeight - 1; // 1 line padding from bottom

            for (int y = 0; y < minimapHeight; y++)
            {
                for (int x = 0; x < minimapWidth; x++)
                {
                    int mapX = (int)(posX - minimapWidth / 2 + x);
                    int mapY = (int)(posY - minimapHeight / 2 + y);

                    if (mapX == (int)posX && mapY == (int)posY)
                    {
                        // Player position on minimap: Bright Green 'P'
                        if (IsWithinScreen(startX + x, startY + y))
                        {
                            colorBuffer[startY + y, startX + x] = "\u001b[38;2;0;255;0m"; // Bright Green
                            screenBuffer[startY + y, startX + x] = 'P';
                        }
                    }
                    else if (mapX >= 0 && mapX < mapWidth && mapY >= 0 && mapY < mapHeight)
                    {
                        if (map[mapX, mapY] == '#')
                        {
                            // Wall on minimap: White '#'
                            if (IsWithinScreen(startX + x, startY + y))
                            {
                                colorBuffer[startY + y, startX + x] = "\u001b[38;2;255;255;255m"; // White
                                screenBuffer[startY + y, startX + x] = '#';
                            }
                        }
                        else
                        {
                            // Empty space on minimap: Light Gray '.'
                            if (IsWithinScreen(startX + x, startY + y))
                            {
                                colorBuffer[startY + y, startX + x] = "\u001b[38;2;200;200;200m"; // Light Gray
                                screenBuffer[startY + y, startX + x] = '.';
                            }
                        }
                    }
                    else
                    {
                        // Outside map bounds: Render space
                        if (IsWithinScreen(startX + x, startY + y))
                        {
                            colorBuffer[startY + y, startX + x] = "\u001b[0m"; // Reset color
                            screenBuffer[startY + y, startX + x] = ' ';
                        }
                    }
                }
            }
        }

        static bool IsWithinScreen(int x, int y)
        {
            return x >= 0 && x < screenWidth && y >= 0 && y < screenHeight;
        }
    }
}
```
first think about what the game is, describe it, how it works exactly, and then add the following features:

slower camera rotation, arrows rotate camera (up and down control pitch, left and right control yaw), wasd moves around. the camera rotation should be consistently relative to the player rotation. in the previous version when i looked on the other side the rotation was flipped. the minimap overlay (not the minimap characters themselves) should be stretched 2x horizontally to be a proper square. there should be debug information like camera rotation, position etc. (toggle hide it with F1) in the bottom left. the space should be yellow-themed like the backrooms. there should always be an open space around the player. the map should be procedurally infinite in all directions but only generated once exploring an area near it.