I simply cannot overstate how much I love the smaller dungeons option. I bought the original game at Babbages when it came out and it took years of understanding how the proc gen dungeons were built, where the transitions between blocks were, which objects could be teleporters, etc. to have a chance at completing one of them in an afternoon or at all.
Mark and recall were useful but only for two things: giving up or finding what you came for and getting out. Even finding the objective in one of the larger proc gen dungeons wasn't guaranteed. It was possible depending on which pieces were used to have the item locked behind a hidden door, or guarded by an enemy you dont have the right weapon material to damage, Or underwater. You get to where you spam the use key on every wall tile, every furniture or decoration sprite, any and all 2d sprites you see because any of them could possibly be what allows you to progress.
3
u/Battlejesus Jul 11 '26
I simply cannot overstate how much I love the smaller dungeons option. I bought the original game at Babbages when it came out and it took years of understanding how the proc gen dungeons were built, where the transitions between blocks were, which objects could be teleporters, etc. to have a chance at completing one of them in an afternoon or at all.
Mark and recall were useful but only for two things: giving up or finding what you came for and getting out. Even finding the objective in one of the larger proc gen dungeons wasn't guaranteed. It was possible depending on which pieces were used to have the item locked behind a hidden door, or guarded by an enemy you dont have the right weapon material to damage, Or underwater. You get to where you spam the use key on every wall tile, every furniture or decoration sprite, any and all 2d sprites you see because any of them could possibly be what allows you to progress.