GIMME DUNGEON GIMMICKS

Posts

Pages: 1
I've found this forum to be active and helpful. Alright, dudes. Give me your best ideas for gimmicks in my game's two dungeons:

-Wind Cavern
-Water Cavern

This can range anything from how you reach the dungeon, what kind of puzzles, what kind of enemies, traps, dangers, bosses, colors, etc...

Give it to me!
Wind- You could have an outter area, where its like cliffs that ascend to another cave on the side of a mountain, and have the character jump into a gust to get to another side.

Water- Have the character "dive" underwater, and swim under the cave area. Or could have a part where you must somehow freeze a lake to cross, and then have the classic "sliding into a rock" puzzle thing.
The Wind Dungeon can be a massive tower with multiple windmills. The tower is perched on a cliff. The player's goal is to get the windmills to spin by pulling levers, completing puzzles, etc. Occasionally, you may have to defeat enemies to break seals that have been placed on the windmills to keep them from spinning. You can then hop on the windmills to get to higher places, or cause two windmills to mesh together like gears, opening doorways or triggering massive chain reactions that result in activating multiple windmills or shutting down multiple windmills at once. An enormous creature resides in the top floor of the tower, which you must defeat. Half-way through the battle, however, it screams so loudly that the entire tower falls off of the cliff, and hurtles towards the valley below. So, now you have to fight the creature while falling off of an enormous cliff, with a time limit. Fun!

The Water Dungeon can be full of Dimensional Membranes. By walking through Membrane A, you walk out of Membrane B; however, this does not mean that by walking through Membrane B, you would then walk out of Membrane A. By solving puzzles around the Membrane Trials, the player gains various clues that say which membranes to walk through, in which order.
These are some great ideas I will try my best to incorporate as much as possible. I particularly like the idea about a boss battle while falling with a time limit. I hadn't thought to make any bosses have a time limit. Thanks, I'm definitely going to put that in!
Wind Cavern- Have a wind dungeon that is perched high on top of a cliff. To get to it you must float up to it using something. Inside have plenty of puzzles that you must solve and you must climb to the top of the dungeon where the boss awaits.

Water Cavern- In here have a simple dungeon where you must swim through and avoid traps to get to where the boss is. The boss of course must be fought underwater and the boss gets a huge powerup thanks to the water.
I don't have any suggestion for specific gimmicks, just make sure to read this article on TV Tropes before you make any water level: http://tvtropes.org/pmwiki/pmwiki.php/Main/DownTheDrain.

Basically you want to avoid a big shift in gameplay or forcing a player to trudge through any dungeon for too long, especially if it involves a lot of backtracking and other stupidity.
Water areas should be supplemented by this picture:

If you've played La Mulana, you've probably got yourself in this situation.
Here's the jist of it:

The player has just done some annoying jumping puzzles (and avoiding Surprise! Fish's) to finally be able to swim in water without taking damage. (Note: You have to swim through water to even get close to where the item is)

So now the player can swim and they can start exploring the area further. Now is a good time to look for where ROMs are, most of which are invisible although there's some idea where they are (A difficult platform to jump to? There's likely a ROM there even if you can't see it). So the player goes to this room, sees the lower right corner which is interesting, and decides to check it out. Now the wall next to the player isn't there so you can enter it, and the blue wall is impassable. See where its going?

The player goes to investigate the corner and suddenly gets trapped there!

Further kick in the teeth: With a special item (that you should get long before you get here), the player can teleport back home. Getting trapped really isn't that bad, all you do is open the menu and push a button 0-9 and teleport to that area (if you've unlocked it, 0 is always unlocked). BUT you can't open your menu in water without another special item! You're forced to quit the game, reload, and do all that again!


Mostly off topic, I know. I just wanted to complain :(
Wind- Objects are blown about a bit. For instance, take a normal block sliding puzzle. Player pushes a block across the wind, but instead of moving forwards it moves diagonal-forwards with the wind. If that makes any sense.

Water- Personally, I like to play with water levels a lot in dungeons. And that's about all I do, unfortunately. Things like empty grooves and channels eventually fill with water to float something to cross, or produce steam somewhere to move something.


Does anybody mind if this becomes a general dungeon gimmick request topic? One thing I always have trouble with is finding puzzles for forests. You have basic log-rolling. There are a few stones to move, too. Plants to cut out of the way... But I really can't get past that. >.<
Everlong has a neat forest puzzle where the forest is full of barrows, or gravestones. If you catch a butterfly that is floating around the forest and bring it to a barrow, the barrow turns into a treasure chest.

Or, you could do one of those infinity forest puzzles. You know, the one where you have to take the right paths or you get sent all the way back to the beginning. Those are really irritating, though.
Pages: 1