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The blood was a great indicator and I followed every trail I seen. I never found any breakable stone walls (the non-standard ones) apart from the required one with the bats.
I thought the arena for the boss fight was good (even though I'm not a huge fan of Krilith personally). I might say the obelisks had too much hp but my single target dps sucked.
Things I don't like: bunch of backtracking and walking around. It was fine during the quiet opening but the temple area felt like a chore to traverse.
I feel like there were too many spawners. There's another comment that mentioned enemy stats and I think we're getting at the same idea.
The fight in the fence maze had a mummy spawn on top of me and gib me. It was only one death but it's a huge demerit. There are so many examples in the base game of how this sort of design is awful and unfun.
• Keep an eye out for large breakable stone walls.
• The fire trap puzzle suggest that you "follow the path of the Guardians"
• Blood trails will lead to hidden areas.
Thanks for the comments and feedback, I do enjoy reading them and I take them into consideration when working on updates and future maps.
one more?
It's a pretty good map. Short but sweet. A few points to consider:
-If there was supposed to be a hint as to the correct path to get across the fireball trap at the start, I'd love to know what it was. I just ended up trial and erroring it.
-You should definitely rebalance your enemies' stats. Unaltered mummies are probably a bit too punishing for characters with no upgrades, whereas the 'minibosses' went down in about 2 seconds.
-Some of your spawners were placed too close to corners. This results in a massive sea of enemies getting stuck behind it which is then released when the spawner dies. Not a big deal, but might impact game performance.