The Overgrown Gatehouse
Playable whitebox for Dungeon 1 flow, gates, buttons, enemies, and boss room.
Playtest Questions
- Does Path 1 clearly teach forced enemy contact?
- Does Path 2 feel wide enough to avoid moving enemies on mobile?
- Does Path 3 create the intended empty-corridor fake-out?
- Does the treasure room make the lock-in feel readable rather than unfair?
- Does the boss gate flow make sense without extra explanation?