Dungeons of Dreadrock

Dungeons of Dreadrock

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Zixinus Oct 19, 2024 @ 1:40am
Level 63 impossible to time
I have tried level 63 several times and the timings are just not possible to work out properly. I cannot control when the second goblin moves and in that time I need to actives the trap and below the hallway so he takes the hit for me.

I have managed to get the second goblin killed by the last fireball trap but the trap then resets before I could safely move through!

I really hate this level because it relies on far too precise timing for this. I cannot control the goblin. I would have appriciate if there was a zombie here instead whose behaviour was more predictable, as well as the last fireball trap triggering only once rather than in a very short reset time.
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Showing 1-6 of 6 comments
Zixinus Oct 19, 2024 @ 2:03am 
I have tried several times at this point. I get three results:
1. The trap kills the second goblin but resets before I can get over it, leaving me with no option to safely trigger the trap. (most common)
2. The goblin stops in the hallway before the fireball's death, slashing dead air while I get fireballed.
3. The goblin gets in the way, causing me to slahs them before or during I get fireballed in the back. Note that this is a scenario where the goblin steps into the hallway where I would need to go before the goblin itself can step into the trap's way.
Last edited by Zixinus; Oct 19, 2024 @ 3:23am
Zixinus Oct 20, 2024 @ 1:16am 
Okay, I found the solution and it is not as intuitive as I thought:

What you have to do with the second goblin IS NOT to time it. What you have to do is position yourself in a way that you dodge their attack and then move back, so they back away and right into the trap.
Chrissi  [developer] Oct 23, 2024 @ 10:10pm 
Thanks for your feedback! Yes I should probably nerf that one once I am done with Part 2.
crazy frogger Dec 12, 2024 @ 3:20am 
honestly level 63's second goblin is pretty easy to handle once you figure out you have to scare him. this behavior of goblins was not used beforehand so it has to be figured out by chance. coupling that with having to wait a long time for the second fireball to pass through, just makes the level too annoying. while on the topic of nonintuitive levels, the only other one that comes to mind is the 3 fools (gnomes) level where you have to rough up two of them and make the third one see reason, I played it over and over till I let it play out by chance. it needs more visual cues to let you know what you need to do.
crazy frogger Dec 12, 2024 @ 3:29am 
oh right the level where you have to wait for archer to get impatient to open the gate cause your not dying by the 5 rows of teleports and the arrow and the level where you have a date with a nobleman. though the time requirement in these levels is not that long and its still somewhat intuitive. so I suppose these two dont need adjustments.
crazy frogger Dec 12, 2024 @ 2:02pm 
Now that I think about it what I had most trouble with was the level symmetry right before the watcher.
I thought I had to kill the three undead right infront of the three lights.
After I did it and nothing happened was when I noticed the level is called symmetry and figured out the solution.
Killing the three undead in this manner was the most time tight situation ever in the entire game. Took far too many tries.
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