"Part one" (levels 1-12) of my Campaign Remix I've been incredibly slowly working on for...god probably like 4 years.
The levels should all work more-or-less how they should, but don't expect them to link properly.
You have returned to the realm you once conquered, but...things are different. Heroes are aware of you and have already put plans in motion. Enemies know you're coming. Even the very earth itself moves to oppose you. But you won't let that stop you, will you, Keeper?
This is more than just a "haha I have shoved level 10 heroes everywhere and the Keepers have dragons and mistresses". Each level will challenge you in different ways, not just increased difficulty. Some levels will be familiar, others will behave considerably differently.
- Creature level limit added, making earlier levels much quicker and more about resource management
- Heroes are more prepared, with their own bespoke traps ready to surprise you
- Even some new creature spells and adjusted stats, making earlygame creatures a bit more usable!
- Thematic goals and objectives which shake up the usual formula significantly in places
- Every level has a secondary bonus objective (eventually they will do something!)
There's a lot of stuff I haven't implemented properly, like actually tying in some sort of progression to the levels, with special unlocks and a proper hub level, but I wanted to just get this out there in case I never finish it. Feel free to give feedback or help find bugs, but also be aware some of it is gonna be messy.






