Yeah SU, you should see the difference between Ameenas writing and mine.. She does a lot more spelling errors

haha
I am more afraid of making the game to complex than not. It is easy to add complexity, harder to remove it.. So I will start with the non complex part

I have a couple of other ideas also involving trap systems that I think will be very interesting for the player. I just had an interview with am Italian gaming magazine and I explained it like this:
The other thing that will separate this game from Dungeon Keeper is the constructions that can be made. I want the dungeon to inherit some of the game mechanics from minecraft, mening that the players will be able to use their creativity to create traps, it will be more than just creating a spike-trap that the enemies get damaged to walk on. I want to have pressure pads that have wires drawn from them to other mechanics like movable walls, fireball launchers and teleporters, or even counters (The counter will have to be activated a set number of times before actually sending the signal forward, meaning that the pressure pad would have to be steped on a number of times before the trap actually start working). Other mechanics would be timers that sends out signals to the traps/mechanics to activate them self a number of times each minute. Also the walls that have been destroyed will be able to be rebuild with specific materials, not doing much for the gameplay, but the player would be able to personalize his dungeon making it unique.
and later on..
I would like the dungeon to be filled with secrets for those that are willing to explore. Except from just finding treasures there will be some features that are common for dungeons, like cave ins, underground waterstreams, sunlight coming in through cracks in the celling. So the player would have to be careful where he dig so that he doesn't lose his imps in a cavein or by drowning them.. And the most dangerous one would be lavastreams, that can lit the whole dungeon on fire. There will of course be some obvious signs that danger is nearby so the player should be able to avoid them rather easy. But it can also be used to the players advantage by setting up traps that destroys these walls when the enemy are close by. So my idea is not only to use the dungeon for exploring and collecting resources, but that it also can be used against the enemy if planning correctly.
So there will be a lot of stuff out there, and my idea is to start small on everything and then build it up.. I think this game already have enough game ideas to make players occupied for a while..