Hello everyone,
I decided to discontinue my 210 Levels of Terror projects given it was nothing more than just a literal retelling of the DROD canon word for word and ripping off the level names from other games directly with no actual creativity of my own to it,
And instead decided to focus on making a decent 25 level hold that has my own story to it. It is inspired by JtRH, but it doesn't rip off JtRH word for word and has 3.0 thru 5.0 era elements in it, so there are things like Arky or the Gentryii, and Arky is the major antangonist of this hold trying to prevent you from reaching my version of the Empire here rather than 39th Slayer like the original JtRH.
The idea for each level is:
* Level 1 introduces roaches, tunnels, orbs and yellow doors, force arrows, pressure plates of all 3 types, broken and secret walls, and disabling force arrows.
* Level 2 introduces roach queens, using Halph as a game mechanic, arrow rotator tokens, and Gentryii
* Level 3 introduces evil eyes, Slayers, hot tiles, disarm tokens, and the staff
* Level 4 introduces mimics, trapdoors and red doors, briar, and sister doors of every door except for black doors which will come later
* Level 5 introduces wraithwings, wubbas, fegundoes and the power token, and thin ice
* Level 6 introduces rock golems, mirrors, and spears
* Level 7 introduces serpents, invisibility potions, adders, conquer tokens, and puffs (but no fluff or vents yet)
* Level 8 introduces tar but no mothers yet, orthosquares, platforms over pits, and seeding beacons
* Level 9 introduces guards, playing as a disguised role, and floor spikes
* Level 10 introduces spiders, black doors and sister black doors, water skippers and nests, bridges, and the pickaxe
* Level 11 introduces vision tokens, bombs and fuses, and powder kegs
* Level 12 introduces tar mothers, citizens and relay stations, and temporal split tokens
* Level 13 introduces goblins, clone potions, and the dagger
* Level 14 introduces mud and mud mothers, sentries from TCB Torture Chamber, and the Temporal Aumtlich
* Level 15 introduces squad horns, oremites, and the Temporal Resonator Crystal
* Level 16 introduces rattlesnakes, gel and gel mothers, shallow water, and the caber
* Level 17 introduces seep, speed potions, and the ROUS
* Level 18 introduces step-to-kill player roles, decoys, and fire traps
* Level 19 introduces brains, the Aumtlich, and Constructs
* Level 20 introduces tar-mud switch tokens and tar and mud in the same room, Stalwarts, and the living Obstacles from KDD First Level Revisited
* Level 21 introduces Rock Giants, and has a lot of brained hordes and bomb mazes in it, and also introduces thin ice over shallow water
* Level 22 introduces gel switch tokens, Flowers, and squad horns
* Level 23 introduces builders and engineers, as well as darts and the dart cannon
* Level 24 introduces a Patron who orders the builders around cause Halph is in his JtRH era phase in this hold and isn't working for the DAA yet, as well as the Raygun
* Level 25 is a fight against 1st Archivist (not Arky!) 'Neather style, and introduces broken and cracked orbs and the Living Walls that make the game impossible to win if stabbed.
So far the first ten levels are complete, feel free to let me know how they play, the aesthetics of them and the story; there is exactly one challenge so far as well as a handful of secrets, some with puzzles you solve and some just for story.
Feel free to let me know if you guys can think of any challenges for any rooms.
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Please feel free to test the ultimate JtRH tribute:
Journey to the Fabled Kingdom today!
[Last edited by azb at 12-10-2024 07:06 PM : Fixed levels 6 thru 9]