What is optimal number of dungeons for generic Dungeon Romper quest?
Number of dungeons
#1
Posted 02 July 2025 - 12:31 PM
#2
Posted 02 July 2025 - 05:24 PM
Went with the last option, but also trending more towards the shorter end of things. I don't think there's many designers who can make a 16 dungeon quest work without fatiguing both the player and themselves. I'd rather have a short four dungeon quest that has refreshing new ideas and leaves me wanting more than a 16 dungeon quest that gives me that "more" at the cost of some parts being unpolished or phoned in.
- Rambly and Matthew like this
#3
Posted 02 July 2025 - 10:07 PM
What about 100? Assuming each level after 1st 10 introduction ones had unique gimmick (puzzle, enemy or mechanic)?
- notmichaeljfox likes this
#4
Posted 03 July 2025 - 01:33 PM
>.>
- Rambly and Moon like this
#5
Posted 05 July 2025 - 05:02 AM
What about 100? Assuming each level after 1st 10 introduction ones had unique gimmick (puzzle, enemy or mechanic)?
I'd imagine this would be more of a shrine-like situation. One or two puzzles per 'dungeon'. That was kind of my plan for how to fill out my super-OW map for the 20th (each cave that wasn't just a shop would be a 1-5 screen mini puzzle), but there there were also going to be nine proper levels.
Not sure whether that would have been interesting, though, and it's definitely very ambitious.
- Alucard648 likes this
#6
Posted 07 July 2025 - 02:27 PM
Just as you can have a small quest with a couple big dungeons or a fair few small dungeons.
You can even do a quest that is entirely a single dungeon.
Ultimately it depends on the premise of the quest and what you’re going for. I personally try to keep things smaller now, otherwise I get burnt out.
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