Pffff, I’m getting tired… I integrated the bosses’ assets and give them abilities, but I didn’t design any boss fight so far, so they’re more or less basic tank & spank at this point.
I created & finished the Level 16, though. Result is nice enough, but I feel I’m getting nearly dry ideas wise. I’m not sure how I’m going to create 4 more levels, while I have ideas for only 1 right now. Hopefully, my imagination will trigger and I’ll get some more ideas soon !
Anyway, the Level 16 got 1 impressive architectural place, a couple of pretty well designed level flows, and another strange room. Unfortunately, 1 third of the level is pretty basic, it feels kinda random ; on the other hand, I didn’t do much zones like this in the whole dungeon so far, so maybe it’ll feel as a variation. In all cases, I think it’ll be ok if the fights are still interesting. Plus, I nicely placed some secret passages to keep the exploration interest up.
The puzzle is a timed one… But if you take it as only that, it’s nearly impossible to beat it (or you’ll need a ton of tries). Actually, if you take a couple of minutes and observe everything, it becomes significantly less hard, and although it’s still not easy, it should be doable by most players.
So next week I’m planning to spice up a couple of the boss fights of tier 4, and then switch to tier 5 (ie: Levels 17-20, the final tier!) and integrate all mobs for it and then start and hopefully finish the Level 17.
Cya in 1 week !