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Don’t you just love dungeons with three or less rooms in them and have a crap-ton of enemies to fight?

  • Addit
  • 09/27/2020 10:29 AM

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Pages: 1
And I’m not talking about boss rushes either!

And even worse if the dungeon has no interesting puzzles, set pieces or even any rhyme or reason for the party to even go there in the first place!

Seriously, please don’t put any dungeons like this in your games. It’s almost like your dungeon designer decided to do just the basic bare minimum and clock out early this week. Good on him or her though for taking advantage of the situation! But it doesn't look that good for you.
unity
You're magical to me.
12226
This made me think of an intentionally lazy dungeon in a game, like what if Brick Road from Earthbound had a really apathetic cousin.

Sign 1: Welcome to the dungeon. It's just this one room. There's a show I wanted to marathon so I didn't want it to be a big deal.

Sign 2: This enemy sprite doesn't move. Touch it to start a battle. If you want. Making it go away after you kill it was too much work, so you can battle it as many times as you want.

Sign 3: Dragging a treasure chest in here seemed like a lot of work, so I just put money from my couch cushions on the floor below this sign. Use it to buy a potion or whatever in the next town.

Sign 4: Here is a boss. It's the same as the monster from earlier, because, you know, effort. This one WILL go away after you beat it, because otherwise you couldn't leave, and then I might get audited. Okay bye!
Cap_H
DIGITAL IDENTITY CRISIS
6615
three room rule - no more than three rooms of the same kind make a good dungeon/location
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
6003
Really short dungeons are nice occasionally for a change of pace. But if you fill the screen with 10 touch encounters... ugh...
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