The second one intoduces facing a computer with
his dungeon pre-made as well as him having
creatures. If the knight dies (He's hiding behind
the magic door where you start) then you die.
Infinite invasion loop as before. Slightly harder
because it introduces the bile demons.
Another level with the interesting concept of you controlling the hero parties.
It's a quick one, and since you get more powerful creatures as soon as you lose what you currently have, it would be better to throw away your garbage and rush the better heroes to finish it faster, before the enemy Keeper becomes too powerful.
There's also the issue of White spawning a tunneller as soon as he loses the one he has, which makes Blue stuck in a permanent fight right under his base. That also means he won't train or do anything meaningful. I played the map normally without cheesing and I cleared pretty much everything he had with my lvl 6 archer and kitting.
Also, while possessing a hero will make all other heroes from the same party follow you as if you were in barracks, a CTA spell would be nice to have still.
> [!NOTE]
> Highlights information that users should take into account, even when skimming.
> [!TIP]
> Optional information to help a user be more successful.
> [!IMPORTANT]
> Crucial information necessary for users to succeed.
> [!WARNING]
> Critical content demanding immediate user attention due to potential risks.
> [!CAUTION]
> Negative potential consequences of an action.
This will become:
Note
Useful information that users should know, even when skimming content.
Tip
Helpful advice for doing things better or more easily.
Important
Key information users need to know to achieve their goal.
Warning
Urgent info that needs immediate user attention to avoid problems.
Caution
Advises about risks or negative outcomes of certain actions.
Another level with the interesting concept of you controlling the hero parties.
It's a quick one, and since you get more powerful creatures as soon as you lose what you currently have, it would be better to throw away your garbage and rush the better heroes to finish it faster, before the enemy Keeper becomes too powerful.
There's also the issue of White spawning a tunneller as soon as he loses the one he has, which makes Blue stuck in a permanent fight right under his base. That also means he won't train or do anything meaningful. I played the map normally without cheesing and I cleared pretty much everything he had with my lvl 6 archer and kitting.
Also, while possessing a hero will make all other heroes from the same party follow you as if you were in barracks, a CTA spell would be nice to have still.
3/5 for the concept, 1/5 difficulty