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(1 edit)

Ah that makes sense (about the character).

I agree with you about the dungeon, I liked that the player was thrown into a very open dungeon with different connexions between the floors last year and had to find by themselves the next sequence(s) their current party was able to deal with at the moment (I died a lot and liked that, this time I never did). I guess you were also more craving for money than you're craving for XP here, making rewards for finding hidden doors or completing a sequence more relevant and satisfying.  I'm undecided about clues for illusionary walls in general but maybe this kind of dungeon where you're looking for hidden places where they would fill the map is more fun without clues? I'm not sure. On another hand satisfying fights can go a long way to making a dungeon pleasant to explore.

(+1)

I'm mixed on illusionary walls - for people well versed in the genre, they're kind of fun, especially in a well-made, tightly-packed dungeon where the empty spots on the map can clue you in to where they might be.  For people not well versed in the genre (my first two people I watched play it), even with really strong hinting they just don't ever find any of them, or even really think to stop and look, so I think it's maybe something best lest out of the genre if we want a larger audience to enjoy it... I also made the mistake of requiring an illusionary wall to progress at one point, and even with the newly edited, giant crack down the middle, sprites, some people can't find it ^_^.