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Hey David, again great work! Been running some dungeons and some looked actually really fun to play, having a weird combination of teleports and keys/doors which made a interesting journey for 3 marines.

I don't exactly understand how key progression works. A value of 1 makes sure that there's at least 1 key behind 1 door? If so, it should always be the red key since it's the one that matters, with a value of 1 it happens to have in the start room the red key and the red door. This didn't happened with a value of 2. In 1 dungeon with key on 3 there was no red key, probably because of lack of space (there was a teleporter and another item where the key should been).
If you want another suggestion for features it would be to make an option to choose the amount of teleporters you want in the dungeon. Sometimes you'll want dungeons with no teleporters and other times with teleport frenzy!
Again, awesome job! Will probably try it out soon in a real game session!
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