CuriousShyRabbit wrote:
Hmmm...
Spend a yellow key, let's see what's behind door #1, nope, nothing I need yet. Restore to save. Spend a yellow key, let's see what's behind door #2, nope, nothing I need yet. Restore to save. Spend a whole mess of HP, let's see what's behind door #3, nope, nothing I need yet. Restore to save.
You're doing it wrong. You don't just look behind the door... you push to see as much as possible, playing fast and loose, throwing every resource you have at it, grabbing anything you can easily get that might get you one room further, until you literally can't go any further (of course, this can lead to accidentally completing the level or even winning the game).
By the time I've done runs through three "
doors"
I've typically got a map of most of the level (I take screenshots and have a script that sticks them together... and I'd still have the need to do that even if given a map in the game, because I find one big image is more useful than having a full map in the game (and that's because, even with that full map, the game only lets you see one room in detail at a time... which makes it painful when you want to scan a level for all green keys)).
Even if you don't make a map, playing fast, loose, and deep will give you enough experience and information to simply replay and fix mistakes with the knowledge of what's way down the road. It's simpler to wrap your brain around a map you've had experience playing than to get blocked on trying to figure out where to even start on a huge level map you've never played (because with the experience comes things like a perception of how tough monsters in an area will be when you get there... with just the map and no experience, you'd need to calculate how much you'd boost your stats and how much damage they could do (impossible with custom monsters) in order to get any real impression as to when an area is doable).