Nothing's really *wrong* with dreadfell, per se, but it gets marginally bland to see the same level generation algorithms several hundred floors in a row. (over the course of multiple playthroughs, obviously.) It's more a question of variety. Even just changing the wall graphics without altering the map template would help a bit with tedium, but running the same generation type over and over does get a bit bland. Granted, more open map types like trollmire might create some balancing issues, but it seems that a mighty god running forever away could be marginally more creative then stone-walled labyrinths, over and over. Why not chaotic caverns filled with bioluminescent fungus providing light, thus supporting vegetation, plants and trees, looking no different then an outdoor area? Even areas that existed underwater (presumably with a fairly good supply of bubbles, or the occasional area with a pocket of air you could rest in), or areas with other unique effects. Shifting temporal landscapes, mazes, slimy sludgepits that would spawn ooze from the walls, it just all seems bland compared to the maingame. Even just the same map types, with the occasional special effect (like the global effects on high peak), or thunderstorms (or some underground variations) could exist. By definition, infinity could encompass anything, and the powers of a god forever generating new places would be marginally more creative then just more stone walls in the dirt.
Eh, just my minor pet peeve. I brought it up a ways back, but apparently there would be balance issues with other map generation types. Adding at least a little variety with some water streamers would at least spice the place up a bit, so I look forward to seeing the next version. Keep up the good work!
