New Dark Sea Content: Labyrinths

New Dark Sea Content: Labyrinths https://forum.arcaneodyssey.dev/uploads/default/optimized/3X/6/5/659b0e56e15e461690c1750c93cd964caaf4421a_2_1024x788.jpeg
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The Dark Sea has been really fun so far. It’s immersive, and nearly every expedition is unique from the last.

Vetex has taken alot of inspiration from Zelda games so I believe that this idea would fit perfectly into AO since it’s directly inspired by Zelda’s dungeons.

Dark Sea Labyrinths:
“Large structures left behind by an ancient civilization that existed long before the Dark Sea came to be. In order to protect their immense wealth and power, they hid their treasures in intricate structures that would ward off would-be adventurers.”

How they would work:

Labyrinths would be randomly generated on islands and would be pretty large. They’d be composed of rooms that would each be around the size of the King Calvus boss room. Each labyrinth would have 4 to 5 rooms. It would be possible to solo these, but more difficult.

Upon reaching the entrance to the labyrinth, you would see a symbol on the door signifying the level of the labyrinth from 1 being the easiest to 5 being the most difficult. You would enter the first room and the door behind you would close, shutting you in. To reach the next room or open the door behind you to leave, you would have to clear whatever obstacle is in the room.

Upon clearing each room, chests would spawn. The first room would spawn only a few chests, but each consecutive room would spawn more and more chests. This way, if you decide it’s to dangerous to keep going, you can back out with whatever loot you’ve gotten so far. The final room would spawn the most loot and open an exit to the outside.

The types of rooms that could spawn:

(The difficulty level of these rooms would depend on the labyrinth level on the entrance door)

Combat Room

This room would simply spawn enemies for you to fight. The enemies would be multiple lower level enemies, a couple mid level enemies, or one high level enemy. Because you’re fighting in an enclosed space, there would be platforms above you to jump on in case you need to recollect yourself. There’d also be pillars in the corners of the room to take cover behind, similar to the King Calvus boss room. Defeating all the enemies would open the next room

Puzzle Room

This room would consist of you solving a randomly generated puzzle to progress within a time limit. This could make use of the carry mechanic to carry objects on top of panels to create a certain pattern. There could be all kinds of different puzzles to keep it interesting. These wouldn’t be insanely hard, but challenging enough to make you mindful of the time limit. Successfully completing the puzzle would open the next room.

Trap Room

This room would have you dodging projectiles and traps and trying to stay alive for a certain time limit. There would be indicators on the floor letting you know where to avoid. The traps would get increasingly faster and more oppressive the closer the timer got to 0. Surviving past the time limit would open the next room.

Riddle Room

This room would have you answering a riddle to open the next door. Text would appear on your screen of a riddle question. The answer would be a single word. These riddles would be written by contributors and hints to the riddle would generate on the walls of the room for each riddle question.

In the middle of the room would be a panel. Any text you put in chat while on the panel would count as an answer. There would be lights above, indicating how many guesses you have and the amount of guesses would depend on the difficulty.

Riddle example: “What runs but never walks?”
Answer: Water

Mirror Room

This room would spawn an enemy that copies your appearance, equipment, skills, level, and stats. It’d be an exact replica of you, and you’d have to defeat it to progress to the next room. If you were to enter this room with a group of people, the labyrinth would randomly choose one player to make a mirror from, and only that person could damage or interact with the enemy. However, the other players could still assist with potions, food, healing, etc. This room would always be the same no matter the difficulty.

Boss Room

This room would only spawn in the final room. It would have a 30% chance of spawning instead of a normal room. This would be a unique boss that would have generators around the room protecting it from damage. You would have to destroy these to damage the boss. When the boss is defeated, the exit would open, and even more loot than usual would spawn.

There are all the rooms I could think of, but if you have an idea for a room, feel free to share it below.

Overall, I think the labyrinth would be a fun, unique addition to the Dark Sea that would further build on the dangerous adventure vibe.

EDIT: My friend thought of a cool idea to add, Labyrinth Keys:
“Keys used to easily access labyrinth rooms. Perhaps these were used by members of the ancient civilization to do maintenance within the labyrinth without obstacles?”

These keys would let you essentially skip all rooms except the final room when used on room doors. Upon usage, they would either kill all enemies if it’s a combat room, instantly solve the puzzle in a puzzle room, or disable the traps and open the door in a trap room.

These would be rare drops in Dark Sealed Chests. You could stock up on them to quickly speed through a labyrinth or save them to use in a pinch.

6 Likes

The trap room could also consist of an x number of ghosts (5-10 depending on difficulty) and one just as you enter the room, giving you hints in which order you gotta talk to which ghosts
Oh yeah mb

This would actually work really well but wouldn’t that be more of a puzzle than a trap? Unless the ghosts blow up or something when you choose wrong.

there should also just be like, special more peaceful rooms with no traps or anything and just scriptures or things to read for loremunchers.

Yea I was thinking of adding a “freebie” room but I thought it would go against the whole protecting their treasure thing. Maybe there could be lore dumps near the entrance and in the last room, giving more info about the ancient civilization.

would love to see something like this in game
always nice to add more mystery to the dark sea

This would definitely take a lot of work for Vetex, but I think it’s well worth it. Any extra events in the dark sea will improve replayability.

Yea, I think it would definitely take a bit of time to build and script, but it would be fun as hell. It could be it’s own major update to the Dark Sea, The Labyrinth Update.

Cool idea. I also like the labyrinth key feature since you could use it like a get out of jail card when you’re about to die.

1 Like

Labyrinth keys would be useful asf. But if they were to be added they’d be really rare. You shouldn’t be able to easily stockpile them

nice! any new random structure to the dark sea, other than islands or some stone brick terraria-lookin shoebox houses, is gonna make it more fun to explore

maybe with higher difficulties it could have a higher room number cap so that they take longer, and the more rooms a labyrinth has, the more loot!

only issue i see is incorporating them into the actual islands, maybe make them as a standalone structure, like sirens? mostly because multiple rooms as big as calvus’ arena sounds like it would be bigger than most islands in the dark sea

then again, maybe lower difficulty ones dont need giant rooms if they’re easier, maybe just the boss room is large (maybe carved into a cliff, like those little holes in the side of islands?). and some of these lower difficulty ones can show some wear and tear at the earlier rooms, like holes and cracks, and the higher difficulty ones, being much bigger and fortified, could sport big cracks and chunks missing, but no successful breach

and as other people have mentioned, it would make for a great way to add more lore

Interesting concept, though would need to be significantly fleshed out to provide a fun experience over a lot of runs.
This would make thoroughly scouring all islands more necessary as each one could potentially have a labyrinth entrance, which is severely needed because some islands you can just spot-check for sealeds and not park there due to zero motivation

1 Like

20 atlantean brigs getting ready to swarm my ship while im in the maze
my-name-is-skyler-white-yo-skyler-white-yo

very cool idea, would love to see it in the game

2 Likes

King calvus room was actually just a head guesstimate of how big the rooms would be. I haven’t farmed him since around release so I forgot how HUGE that room actually is lmao. The rooms have to be big enough for you to dodge enemies and traps but definitely not that big.

A more probable size would be like the inside of the siren coves where you find the treasure, maybe slightly larger.

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I definitely wanna flesh this idea out more since I like the base concept a lot. After nimbus sea is finished and vetex decided to add more to the Dark Sea I might revisit this and draw some concept art to fully realize how it would function and work in game.

Repeat runs would be fun cause you’d never get the same exact run twice. There’d be different enemies, different puzzles, and different traps, and always in a different order.

This is a quality suggestion!

Thanks!

EDIT: Added a new room type: Riddle Room

Riddle example: “What runs but never walks?”

frantic googling while the timer ticks down

nice room idea though!

i hate combat

yay puzzles!

bullet hell

what goes everywhere but never moves?
roads

oh no! anyway

but why would you do that when you can just

[Acid Blast!]

bam, room open