Very cool level, I really enjoyed the early game specifcly. It really forced me to think outside the box using the Ghost and Tentacle.
However the mid to late game feels a bit stale. After beating the Yellow keeper quite easy the game loses a lot of the critical thinking and decision making needed that you need to use in the early game to get imps. The green and blue keepers behave very passive, that is a good thing in these kind of puzzle levels but makes the late game to easy. Keeping the difficulty level constant will improve gameplay experience.
2 small changes will improve the mid to late game significantly:
Suggestion 1: Yellow keeper has access to too many spells, most importantly the create imp spell. Purple gems access, create imp spell and graveyard access is a very ab-usable combo, throwing all difficulty out of the window. No more create imp spell for the yellow keeper (at minimum) will help alot.
Suggestion 2: Small hero waves like dwarfs on a set timer (like each payday) after the defeat of the yellow keeper, spawning near Purple gems and graveyard and these waves target imps.
either this or removing the graveyard access in the hero chambers, this will force the player to respect the 20 creature limit or freeing creaturs later in the game after the yellow keepers defeat.
The map is highly recommended. you can tell he's put a lot of work into it and the map gives you a nice old DK gaming feeling like back in the Days. Very good! 5Stars.
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Very cool level, I really enjoyed the early game specifcly. It really forced me to think outside the box using the Ghost and Tentacle.
However the mid to late game feels a bit stale. After beating the Yellow keeper quite easy the game loses a lot of the critical thinking and decision making needed that you need to use in the early game to get imps. The green and blue keepers behave very passive, that is a good thing in these kind of puzzle levels but makes the late game to easy. Keeping the difficulty level constant will improve gameplay experience.
2 small changes will improve the mid to late game significantly: Suggestion 1: Yellow keeper has access to too many spells, most importantly the create imp spell. Purple gems access, create imp spell and graveyard access is a very ab-usable combo, throwing all difficulty out of the window. No more create imp spell for the yellow keeper (at minimum) will help alot. Suggestion 2: Small hero waves like dwarfs on a set timer (like each payday) after the defeat of the yellow keeper, spawning near Purple gems and graveyard and these waves target imps.
either this or removing the graveyard access in the hero chambers, this will force the player to respect the 20 creature limit or freeing creaturs later in the game after the yellow keepers defeat.
I hope these suggestions are to your liking.
Greetings,
Guido
Fantastic map. Felt like I was back playing Deeper Dungeons. Bravo!
Very nice map, like others said it felt oldschool way of playing DK, I enjoyed.
Well made map and really fun! like previous said its a nice old DK map style wich is very enjoyable to play. 5 Stars!!
Really fun map, as ben_lp says, it has that nice oldschool feel. Some fun little puzzles here and there. I like it!
The map is highly recommended. you can tell he's put a lot of work into it and the map gives you a nice old DK gaming feeling like back in the Days. Very good! 5Stars.