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Will the traps be the same as the games, or will we have a bit more freedom with what our teams will come across? Better yet, will we be given a map of sorts (as I'm sure traveling through a ever-changing dungeon could take a good amount of paper with all the dead ends and such) for navigating the dungeon?

It’ll really depend on the dungeon. I’ll be drawing feature pages detailing all of the key elements of a dungeon/its traps and gimmicks at the start of each mission that involves them, and from there on you’ll get to use your own creativity. The great thing about working with mystery dungeons is that everyone is going to have a different idea for how to interpret certain challanges.


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