• Jomega@lemmy.world
    link
    fedilink
    arrow-up
    30
    ·
    6 months ago

    If you’re making your dungeons from scratch, try taking some design cues from a Zelda game. (Excluding the NES ones) In those games every room has an essential function necessary for progression, so none of your hard work will go unappreciated.

    • Susaga@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      19
      ·
      6 months ago

      Actually, a good number of dungeons have a room or two you can completely skip. These usually hold bonus loot, like rupees or pieces of heart.

      Heck, that shrine in BotW with the ball maze apparatus. Most people just flip it over and skip the maze. Some even just bomb jump over the gate and skip the apparatus.

      Instead, I recommend you just accept that you might work on something the players won’t see. Save that stuff for later.

      • azrendelmare@ttrpg.network
        link
        fedilink
        arrow-up
        8
        ·
        6 months ago

        I recently played A Link to the Past for the first time, and several dungeons have rooms (and even big treasure chests) that are not necessary for completion. Still did it, though.

      • samus12345@lemmy.world
        link
        fedilink
        English
        arrow-up
        6
        ·
        edit-2
        6 months ago

        Most people just flip it over and skip the maze.

        I really appreciated that they let you do that. “So what if I just, like, flip it over?..”

    • Schadrach@lemmy.sdf.org
      link
      fedilink
      English
      arrow-up
      4
      ·
      6 months ago

      Want to reduce the rushing and door kicking? Take your design cues from AD&D modules S1 and S6. Aka the Tomb of Horrors and the Labyrinth of Madness. Especially the Labyrinth of Madness.