Random things ame considers when she wakes up in the mornings:
Dungeon design! To be clear 'dungeons' refers to the place where i chain up all the 'bad' users separate and expansive locations with wild encounters.
In the game so far, this includes...
Obsidia Slums
Obsidia Park
Jasper Ward + Malchous Forest
Rhodochrine Jungle + Beryl Ward
Beneath the Grand Stairway
(technically) Abandoned Power Plant
Pyrous Mountain
Azurine Island
Byxbysion Wasteland
Underground Railnet
Chrysolia Forest
Tanzan Mountain Depths
So as I'm considering how to go about laying out the dungeons for episode 10 and onwards, questions for you guys:
Which of these areas did you enjoy playing through the most/least, and why?
As of Episode 10 I am going to include things like the Healing Point Obelisks in certain places in dungeons, so having to run back to heal should not be quite so big of a problem- but I'm up for hearing other frustrations (expecting encounter rates >>), or more preferably, what makes places like these interesting? The puzzles? Little mini-stories in the area such as with the scrafty gang and the steelix? Atmosphere, sandbox-esque areas, or something else?