
>Worst part - needing to drop down a pit to solve a puzzle still!
>Entering pits to finally find a key
okok, was the last time

>This dungeon is a model for good balance. The difficulty increases progressively, the weapons and armor are hard to find, the water level must be watched. only the food is overabundant.
*mentalnotetoself* kick out the screamer room
>With more furnitures and texts, and a storyline, it could be improved. It's still very immersive.
i was fighting with limits of dmute, in my next dungeon, that wont be a problem any more.
>Demons or Poison Slimes would have worked there quite well I imagine.
the demon image was reserved for the tower bosses, poson spitters would have had an odd color, erm. jawas can fly and would have been a bad choice.
>Some bits were very difficult, others maybe too easy
some examples for too easy part plz, i will change that

>Nothing too complex: this dungeon shows that you don't need a lot of hex editing or OTT dmuting to achieve a great result
that hits the point, im not too skilled with dmute

>The knights in the 'matrix'. Generated too many in my opinion so got a little tedious hacking my way through
i hated them, too, but i couldnt think of anything harder

ok, im evolving with each dungeon, i think, but the next one will still be an experiment, dont expect too much then next to the surprise.