I had a few cracks at the dungeon on an unmaxed huntress to try to break it with traps. No luck. However, here’s a few more things I thought of:
*Enemy projectiles from generic monsters are too fast, they emphasise tanking instead of dodging. If they were slower they’d make some nice patterns to find safespots through.
*The fountain’s only vulnerable spot being the middle is a bit unintuitive: it took me 5 runs of thinking it was simply a buggy hitbox to realise you have to hit the center. Maybe make the middle an obvious colour or something so players know where to aim.
*Enemy density in some of the smaller rooms can be pretty crazy. It’s fine on a huntress, but on something like a paladin that doesn’t have a good way of clearing massed enemies it would take quite a while of one-shotting enemies to clear the room. Meanwhile, bow classes clear it in a couple of volleys.
*I found a safespot during the boss’s confuse phase, up to you if you want to patch it or not. After some more testing, the amount of safe spaces is very huge. Also, this is the phase in most need of a damage buff.
*The boss’s phase where he fires (i think) 80 damage projectiles that are blue circles that arc around is a really good phase, if you’re going to crank up the damage you do not need to touch this one. It’s a lot of fun as it is. This one:
*Boss movement that I complained about earlier is actually fine. It was messy with other people, but in a solo run it’s very easy to predict, much easier than Limon.
I love this dungeon.