To recap in full, all of my future levels will be, now that I have all the levels finished:
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85: Harder tar cutting puzzles
86: Tar cutting puzzles with orbs and yellow doors involved
87: Manipulating serpents through tar
88: Rooms with tight timers
89: Dropping all the trapdoors stuck in tar
90: Juggling mimics in tar
91: A dragon's tail covered in tar that has to be cut carefully - charging straight through won't work
92: A game of pinball, where you are the pinball
93: Wraithwing hordes
94: Harder serpent puzzles
95: A maze of all kinds of doors from previous levels, with serpents blocking your way
96: A very hard horde level
97: A level with lynchpin/breakthrough solutions
98: A level with many choices, but only some actually work
99: An ultimate crowd/horde level
100: A linear raceway/speedway of death, with lots of serpents
101: A mini-maze, but not as bad as KDD level 13 proper
102: A level where you have to choose the entrance to each room carefully, like Domain of the Grinfidel
103: A lot of eye maze puzzles like in Claythro Tower
104: A bigger maze, but still not as big as KDD level 13, to reduce annoyance and frustration
105: A "recap of earlier concepts" level, with tricky rooms
106: A maze in a straight path, rather than having all kinds of twists like the original KDD level 13 did
107: A level where you have to be very precise with every step in each room
108: A maze with pits and wraithwings added
109: A simple introduction to goblins
110: A level using goblins with other monsters
111: A level involving goblins and hordes
112: A bizarrely constructed level, with the goblins taking full advantage of it
113: A level with the design of a cave
114: Goblins and trapdoors galore
115: A level involving you needing to be fearless when dealing with goblins
116: A level involving you needing to steer your sword very carefully to manipulate goblins
117: A level introducing monster-free trapdoor puzzles
118: A level with force arrows and trapdoor puzzles
119: A challenging level with harder trapdoor puzzles than 117 and 118
120: A level dealing with man-made titans made out of trapdoors
121: A level with two huge spirals, made out of trapdoors and all have to be dropped
122: A level with tons of tricks and catches
123: A trapdoor puzzle level using mimics
124: A level involving going around it to win, using the theme of KDD level 15 (monster free trapdoor puzzles)
125: A level with trapdoors and pits scattered everywhere, giving it a broken look
126: Just some generic trapdoor puzzles, nothing special
127: A level introducting tar mothers
128: A level involving more tricky sword tricks to kill tar babies than just mindlessly slashing
129: A level like KDD level 16 proper, so dealing with tar mothers strategically like choosing which one to kill first
130: A level with tight timers that all use tar that form an unreachable tar baby
131: A level with tons and tons of tar, unlike the previous couple of levels
132: A level that is like an obstacle course, manipulating tar babies through serpents
133: A horde/invasion level, with roach queens and tar mothers combined
134: A level with trickier tar mother puzzles than earlier levels
135: A level with another "swordsman as the level", wearing tons of tar and tar mothers as armor
136: A level with smashing broken walls to deal with tar mothers
137: A chaotic conundrum involving tar mother puzzles with other elements
138: An ultimate horde level, with tons of tar efficiency like KDD level 17 proper
139: A level about breaking through specific barriers while dealing with tar harassing you
140: A level about dealing with tar hordes carefully rather than mindlessly charging in
141: A level with tons and tons of tar mothers and tar everywhere, like level 131 but a lot worse
142: A level with secret solutions to each room
143: A level like KDD level 18 proper, so just a recap of earlier concepts with harder puzzles
144: A level with trapdoors and various monsters
145: A level with tighter timers than ever before
146: A level requiring a specific starting point in each room to win
147: A harder hordes level than earlier, but fortunately no tar at all, just like KDD level 18 had no tar
148: A level that is utter madness/chaos, especially with goblins on checkerboards like some KDD level 18 puzzles had
149: A level about manipulating goblins in mazes as trials
150: Another swordsman as the level, with all kinds of KDD level 18 puzzles in it
151: A level with tons of crumbs of stuff everywhere, like arrows in weird mismatched directions
152: A level where the doors are toggle only
153: A level with manipulating monsters in mazes KDD level 19 style
154: A level where the solution is not obvious in each room, using KDD level 19 elements
155: A level where you have to take both ways to win each room
156: A level with three serpents total, all requiring thought to kill
157: A level with harder "don't strike the orb" puzzles than ever before
158: A level in the shape of a hook, but nothing really interesting or new about the puzzles
159: A level introducing brains
160: A level with more monsters than level 159
161: A level exploiting quirks of the brain
162: A level with brains and invisibility
163: A level about steering your sword expertly to deal with brained monster hordes
164: A level with harder brain puzzles than earlier levels
165: A level dealing with brained roach hordes
166: A level with odd angles in its design
167: A level requiring you to explore each room carefully to win
168: A level with harder hordes than 165
169: A harder version of 168
170: "Don't strike the orb" puzzles with brained monsters
171: A harder version of 169, with lots of trapdoors that act like cracked ice
172: A level with force arrows and roach queen hordes
173: A level with backtracking involved in each room
174: An ultimate "garden of evil", with tons of difficult brained roach queen puzzles
175: A level requiring you to be extra careful when dealing with brained roach queens
176: A level where you can't turn your sword at all in each room
177: The last "ultimate swordsman as the level", with KDD level 22 elements, so mostly just mimic juggling puzzles
178: A level with lots of narrow corridors
179: A level with a tempting solution that makes the room impossible if taken in each room
180: A level with commanding multiple mimics to deal with extremely difficult hordes that are impossible otherwise
181: A level where you have to be very keen to win each room, especially with hard mimic juggling like KDD level 22 proper
182: Yet another level with non-obvious solutions to each room
183: Another "speedway of death", with mimic puzzles featured prominently like KDD level 22 proper
184: A sample of the puzzles in section 23, using KDD level 22 elements
185: A level with tons of pits and wraithwings
186: A level that is fire-themed cause you're on fire
187: A harder version of level 185, with even more pits and even less room to actually move
188: A level involving tight goblin manipulation
189: A level with puzzles like KDD level 23 proper, so goblins and serpents
190: A maze like level 104, but with goblins everywhere and arrows telling you which direction to go
191: Another "serpents as tight timers" level
192: Another level involving backtracking in each room
193: A level with more hard hordes, especially with brained movement
194: A level with tons of brained tar mother puzzles, so playing dodgeball with brained tar baby hordes
195: A level where the monsters are your friend and foe at the same time
196: An "ultimate doom on you" level, with a wider variety of brained monsters than levels 193 and 194
197: A level where the timers require you to waste no turns at all, hence the title "Perfect Run"
198: A level with KDD level 24 proper puzzles, requiring you to concentrate to solve them and won't have an obvious solution
199: A harder version of level 196, with a literal sun in the top left corner
200: The hardest KDD level 24 like level yet, harder than even level 198
201: A level introducing the 'Neather, and in spirit with the AE version of DROD he isn't a scripted character, but the actual real deal from Dugan's Dungeon itself
202: A level with tons of force arrow puzzles while dealing with the 'Neather
203: A level with more monster types than the previous 2 levels
204: A level contrasting very hard vs ridiculously easy puzzles
205: A level where the exit isn't obvious to find
206: A level requiring you to think carefully compared to levels 201 thru 205, but not as hard as sections 23 and 24 were
207: A level with the 'Neather controlling more advanced hordes
208: A level that is pure insanity with every step
209: A level recapping earlier levels in section 25, but with a lot more difficulty
210: The ultimate final climactic boss fight, where you kill the 'Neather for good and win the hold if you win
I posted these earlier, but again it's always good for a refresher. All solid ideas?
[Last edited by azb at 09-05-2024 07:29 PM : Silly typos: "ALl" should be "All"]