Isaac wrote:Dungeon crawlers are puzzles ~foremost. They thrive on the strength of the map; not the monsters in it. While the monsters are important, they are technically [and literally] in the way of solving the puzzles. A one floor map with some well done puzzles can be more entertaining and challenging ~and interesting, than a larger map of just monster filled corridors [and pressure plates

].
so you's rather solve puzzles than fight monsters? you just consider the monsters to be just another annoyiing slowing you down before you can get to the next puzzle?
I dunno I guess i had it theother way around. I looked at the puzzles as an obstacle blocking my progress toward the next encounter or the next boss.
I liked the exploration and leveling up and improving my characters so I was trying to make a huge map to explore with tons of monsters to kill to the player could end up at level 18-19 by the end of their epic adventure.
maybe it's partly because I know that if I make a map and design a lot of puzzles on it, I won't be able to play it myself because I will already know the solutions to all the puzzles. but in a map with lots of combat, there's no way around it except by using your skills, so even as the author, I could challenge myself.
during testing though, I did realize it was kind of boring just fighting monsters. sooo, I started making puzzles and I started trying to do things to the monsters so that odd things happened when they died.
I had hoped to put lots of text in notes and stuff to create lore and backstory to break up the monotony of the combat.
in the end, i realize i bit off more than i could chew so i'm follow the advice of some of you guys and i'm going to start off with a much smaller project.
every time I see your name "Isaac"...it reminds me that Binding of Isaac : Afterbirth is coming out in like 2 days...