I think there are several (pretty obvious) things to remember when designing the room:
1. Do not leave room almost-empty. It surely won't look very nice.
2. Do not overuse decorations/weather effects/light effects/whatever. While almost-empty room sure looks pretty ugly, the "
over-designed"
one looks just as bad. Plus, it might slow the game down in some cases, which is even worse.
3. Do not place stuff(and by "
stuff"
I mean both decorations/obstacles and monsters) randomly. The room will almost certainly end up pretty ugly if you do. Even in some basic roach horde room, if architect has put at least *some* thought in placing roaches, player's first impression of the room will be better.
(fun fact: the winning entries in
The Good, the Bad and the Ugly contest are exactly this: overly-designed rooms with almost randomly-placed stuff. Speaking of which, the compilation hold is a very good example of how you
shouldn't design rooms)
I'm pretty sure that if you make a room which doesn't suffer from above flaws, it'll end up being fine room. Not the most beautiful room ever, but definitely fine.
Also, DROD is a puzzle game, so the puzzle itself is pretty important, too. I like rooms with elegant solutions much more than just beautifully-designed ones, but with unimpressive puzzles.
[Last edited by mxvladi at 10-19-2012 03:33 PM]