What has change since level 4, 5, 6?
Level 10
1. The level is very decorated, arches on almost every screen. When they were rarely seen in earlier palace levels.
2. The level has very little amount of traps. The top roof has all the tiles loose. Why was that? Some secret way?
3. We understand the loose roof tiles when we arrive to the closed grid, first reaction is to check again for the roof.
4. Final room, large pillars.
Overall, this level felt like some living quarters, some guards hanging around, simple to go around. We notice also still the like of "outside window" that we noticed appeared at the end of level 6.
This and the next level are short and easy. This time, its about expectation management and tension building up. "Something is wrong, feeling". The end of the game has truly started. People with low amount of time by level 10 are scared that they won't be able to finish actually will be able to finish...
Many interesting reason on to why putting easy levels at the end. People actually tend to quit game very often after completing 70-80% of it if they feel that the only value they are getting is that it gets ridiculously hard. This is genius design, once again.
Level 11
1. This level starts with a super potion. One of the rare level that clearly goes to the right.
2. Again, the whole roof tile row is loose. At the end of the game, the designer is going all in. Now it doesn't matter anymore to go overboard.
3. The level door switch is in a enclosed area, a sign of opening something less used.
A short post for a long Friday night!
We can leave Level 12 and conclusion as their own separate post!
Thanks for reading!