Wrap-Up

In this chapter, you used traits to build two alternatives for level theming. The dungeon you used in previous chapters is joined by a forest. You also learned an essential technique: trading in themes as needed. This technique gives you the creative freedom to make a vast array of game themes.

In the next chapter, you’ll learn how to add items and power-ups to your game. Power-ups make the game more strategic—collecting and managing resources becomes a conscious decision. Making your player ponder, “Do I go for the potion, despite the goblin guards? Or can I make it to the amulet without it?” encourages them to keep playing—and makes their failures feel less arbitrary and frustrating. It also rewards clever play.

Footnotes

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