It was time for an ice level. Been thinking about lock and key style dungeon making and ultimately just leads to me making the players buy winter coats to explore down here effectively. Probably special spiked boots too to negate a lot of slipping. I think I just like the idea of characters having multiple “looks” but that’s definitely the character designer in me.
Really excited to see where that portal leads, and if it’s where all the snow and ice came from, because I think this place started not so frozen. The Young Blue Dragon from the last section would have come from someplace more desert like if we’re going by classic D&D dragon logic, but a tundra is ALSO a kind of desert right? RIGHT?
The Minotaur definitely doesn’t know about any of that though because he’s been hard at work making an ice labyrinth that isn’t even really that impressive of a labyrinth (I ran out of room to do it justice and just blamed it on the minotaur, what a jerk.) I like the idea that Minotaur’s are the ones that are building these labyrinths, and I always think of it as them making a quiet place for themselves to think. I imagine they are plagued by intrusive thoughts and frustrating dreams.
Quick shoutout to anyone who gets the reference to the chain demon swinging a chain at the top of the waterfall. I just had to do it.
The frozen merchant with a really useful dungeon “key” might be the most Zelda thing I’ve put in the entire dungeon so far, and I stand by it. I imagine it’s stacked in a big pile of other frozen treasure/junk though so you need to be the curious sort to get it. I like reward the curious sort though so that’s okay I think.
How many severed wind duke heads are there? well I think it depends on whether or not I run out of ways to make that puzzle more annoying. So probably a couple more at least.
Bye for now,
Skullboy