Thanks - that's good advice. I didn't know that about exit rooms (although I think there are a few levels in Dugan's Dungeon with the same problem) - so I'll fix that tomorrow.
When I built the rooms, I guess I didn't think about having to go through rooms more than twice (once on the way out, and once on the way back). The tar maze is definitely the most annoying for that, and the next version will replace that orb with something as suggested (probably an eyeball. I like eyes).
I was actually thinking the orb-maze was too easy, but since you have to restart it so many times (no checkpoint), I think I'll leave it as is.
The misleading door in the jail is kind of rude, especially since you can't save before-hand. I'll put a note to fix that.
As for the other misleading door (2n2e), it is a dead end. (it originally lead to the treasure room, but there's no treasure in DROD
) Would it be better for me to replace that one with a yellow door, since the lack of an orb is a good enough indication of a dead-end?
The duck, since you asked, is a reference to Strong Bad from the
Homestar Runner website. I'll let you find it from there.
Hint:
Click here to view the secret text
×The "front page" of Homestar's website has 18 variations. Check out number 13.
Also,
Click here to view the secret text
×Did you find all 17 rooms? The last two aren't required, and frankly don't add much, but if I do expand this dungeon, might be interesting.