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🏛 Dev log: dungeon design is further than we expected
We got a look at where level design stands this week.
Every dungeon is being built with three distinct layers:
– Traps – reaction-based. The dungeon teaches the pattern before it punishes you for missing it.
– Puzzles – slow down and think. The exit isn't always obvious.
– Hidden secrets – rooms and items that only appear if you explore off the main path.
The team's principle: a dungeon should be completable on your first run. Mastering it takes many more.
Question: do you prefer dungeons that are hard on the first run, or ones that get harder the deeper you go?
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Post #284
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