Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

[Feedback Needed] Level Design Strategy for "Steel Oath: The Price of Betrayal". (Dark Fantasy Action)

A topic by "Steel Oath" created Jun 28, 2026 Views: 131 Replies: 2
Viewing posts 1 to 2

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!

(+1)

You know, if the above screenshot is your dungeon layout, I don't feel any claustrophobic vibe at all. The space is wide, ceiling and left and right walls are not visible and multiple torches give impression of large room.

Anyways, as for your questions:

Atmosphere vs. Gameplay:

I hate tight spaces cause it limits my movement. I prefer wide rooms which allow me to choose how I'd handle combat there.

Encounter Flow:

Well, making sure every room is filled with enemies is something I'd do in level design. OTOH dead space has nothing to do with enemies placement. It's more about map design instead.

Visual Narrative:

Personally, I don't care much about this cause most of the time, I'm busy fighting enemies and don't have time to observe walls, objects, furnitures or anything else for narrative. 

Thanks for the honest feedback! I see your point regarding the current layout. To clarify, I’m not aiming for the entire game to be claustrophobic. I’m actually designing the map to have a contrast: the general areas are meant to be open and wide for tactical movement, just as you prefer, but I’m planning to use specific, key locations for those tight, claustrophobic encounters to create tension. It’s all about pacing the experience. Your take on 'action-first' versus 'environmental storytelling' is really helpful, and I’ll definitely keep that balance in mind as I refine the level design.