
Hello everyone,
I am currently working on my indie project, 'Steel Oath', a dark fantasy dungeon crawler where you play as a betrayed commander seeking his vengeance. I’m currently at the stage of designing the Dungeon (the first act of the game).
My goal is to create a level that feels claustrophobic, oppressive, and heavy, while still providing enough room for tactical, weight-focused combat. I want the player to feel the tension of being trapped before they can reach the surface.
I’ve attached a screenshot of my current dungeon layout. I’m having some second thoughts about the flow and the placement of encounters. I would appreciate your insights on the following:
- Atmosphere vs. Gameplay: Do you prefer tight, claustrophobic corridors that keep the player anxious, or more open arenas that allow for more tactical movement during combat?
- Encounter Flow: How do you balance the 'dead space' (exploration) with enemy encounters in a dungeon setting?
- Visual Narrative: Do you have any tips on making a dungeon layout feel 'lived in' and narratively coherent?
Any feedback or critique on the layout would be incredibly valuable as I push forward with development.
Thanks in advance for your time and expertise!