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In any case, this is a great dungeon! I'm gonna try the updated version soon.
Things got a bit easier after picking up some goodies from lvl 16, so I finally finished the game.
Over all, the mod was enjoyable, but had some flaws - monster density is to high in some levels, and the nonlinearity can cause you to get stuck.
Also, I tend to give extra keys so people don't have to go back 8 levels to find ones they missed. I also tend to give more potions than most level designers here. As a result, I tend to make the challenges a bit harder, like on level 11. Speaking of those mosquito spawns, be careful what levers you flip, The mosquitos only begin to spawn as a result of a lever being switched at (25,19). Though I agree, I will change the timer on them so as to not punish players. As for the swords, thanks for the feedback. I will add a few.
1. Level 13 is broken as hell, you can easily end up surrounded by rows of monsters.
Similarly, the mosquito spawn on level 11 is a bit ridiculous (where there are efreeti behind bars). They literally fill it up within a few minutes.
2. Secondly, not sure if it's a bug or not, but hunting arrows (45 damage) turn into basic arrows after one use.
3. Also, seeing as how quite a few custom (and ridiculously powerful) weapons were added, I was quite sad to find no sword better than the dismantler; I did find several awesome axes I couldn't use. I would suggest adding at least custom one sword, bow/crossbow and something for a mage by level 13.
4. By the time I got to level 9, I had 7 gold and 2 ornate keys I didn't know where to use. Could be just me, but I explored all levels thoroughly and found no keyholes for them.
Anyway, I've identified a secret button on your image, so I can continue for now. Thanks. :)
https://docs.google.com/file/d/0B12ZVcp_VQ_xbzRoR0YtTVVWZFU/edit?usp=sharing
1. Where does the wave start? (Which corner?)
2. What is supposed to happen when the correct wave is set?
3. Where does it happen? (Do i get any kind of feedback where I stand?)