I'm still working on the game. Here's a status update ^^
I fully replaced the level generator in the game. The new level generator can consistently generate large non-linear buildings with both enemies and NPCs. So far I'm only using NPCs for the guild level.
I couldn't resist adding more features to the game and working towards the end of the game with the following changes:
- when starting a new game, the game will ask if the player wants to play the tutorial missions, so all tutorial missions are skippable
- for every playthrough in the full game, the guild map and each mission level will be unique. In the demo, these are fixed missions.
- the player will watch the guild grow, adding a new room to the guild for each unlocked player rank, adding more game options over time.
- each new rank will also unlock new buildings, from wooden homes to temples to mansions to larger city maps.
I might add a new mission objective: steal an artifact.
So far I've limited the game to a maximum of 4 player ranks in one playthrough. The guild will grow up to 4 rooms. The 4th room will have the end game option of the player buying back their freedom. Maybe I should end the game with one last large and difficult escape mission before the player truly wins their freedom. The player ranks will be in a global save and are not character-specific, so you can switch characters without losing guild progress.
I also got a suggestion to have end-game content, such as generating infinite large city missions where players can challenge their skills. In that case, the game would never end. But I'm not sure if infinite end game content or a shorter game with a clear ending would be more fun. I think I'd want to be able to finish the game. I also fear if the game goes on for too long, that it will become repetitive. I can always add more content over time.