Well, it's doing a good job of making Cheeky a legit badge rather than an auto thing, and I'm deffinitely getting more of the Alpha vibe in the early dungeon, so I'm not really complaining about it. Venture cave IS more cramped than it used to be, now that you mention, but there is a distinct ease in WONNAFYT popcornbowling in it as opposed to the Den of Danger, which makes the den harder even if you kill slowed lvl1 monsters for your first like I'm doing lately.
I just couldn't thell what the tradeoff in venture cave was, because this piece of assimetry seems create a distinct disparity in favour of the cave. Maybe it's intended, since there are more quests for the Den? I don't know, but it's noticable...
- Puzzle difficulty: Ok, so the Jehora Puzzle pack joins the Halfling one as the only two I had to go look up the solution for so far. For the first one, even. And I can't seem to find it in the puzzle solutions thread. Hmmm... EDIT: I even managed the second one on my own, but can't figure the 1st one out for the life of me... EDIT2: I figured it out. It was easy and straightforward, and so was the second one. It was my inability to predict the exact post-conversion damage numbers and hesitation to experiment with randomly trying stuff out untill something works that made both this pack and the Halfling one hard for me.
- Minor Itch: Am I blind or is there no way to see your quests once you click on a flag on the map? Also, I can't seem to figure out if there's a way to cycle between the badges for a dungeon and the classes you completed them with, and it's getting progressively more annyoing. Maybe I'm just blind. And some of it at least is probably being worked on right now...
- Outdated Feature Reference: The Kingdom Advisor is currently giving me more or less the following advice: "Uprgade the Church building to acquire dungeon scrying abilities". The feature itself is probably being reworked right now, but it's still funny.
- Find Odd: i just desecrated Taurog and he didn't take away his gear. Wonder if it was always like that or not?
- Need to comment: Taurog monks are still a unreal. Seeing how I still haven't unlocked the berserker or the witch, and sort of skipped them on the last run it came as a bit of a shock. Nothing to be worried about I suppose, but as long as the dungeon isn't made with them in mind they really roll ^^
- Like: You can no longer exit Drac's subdungeon after walking into it. I used to abuse this to avoid unlocking him on the minimalist run, and even on the last one.
- Like: Creeplight ruins spawns kingdom element subdungeons in addition to the goat one. Hopefully it's spawning the goat as an extra. I can't remember for Creeplight, but I know that every place which denied you a subdungeon, even a potentially useless one was harder by default (Dragon Isles and Naga City being big offenders). I'm not sure, but I think this was the reason I rarely visited Creeplight outside of quests, which is a shame because it's an interesting one.
- Medium itch: I wen't looking for the witch with the Tinker which was big mistake from the beta testing perspective. Now I have no clue how the Drac subdungeon mandatory unlock affects what would otherwise be a regular Creeplight run, and I suspect it doesn't work out well. It has the run-ruining potential even greater than running into pactmaker because the Pactmaker only denies you a subdungeon (but is more annoying because it happens 3 times).
- Big Like: The Fake Beard subdungeon made me chuckle. The cracked amulet one is strictly better, but this is a lot funnier

Also, the goat does indeed spawn in addition to a regular subdungeon which makes this a BIG like.
- Big Misgiving: Eh... Found the Witch, like the cat, don't know if I like the quest, but I do have a big gripe with the fact that its both in the east and behind the monk unlock. Reason being, the monk is bloody powerfull, the east is hard enough as it is, the flavour of the witch being east rather than anywhere else never made any sense at all, and the quest itself pops up really early pushing players east way before it's good for them. It also creates a clutter of subdungeons over that way. Since she has quests, and the first one is in the east, why not have her somewhere else, like west, or even south? Might be good reasons for things being this way, but i think reasons for making it otherwise are pretty sensible ones. Or is the witch so gamebreaking that she needs to be behind a really big ass skill wall?
- Broken Puzzle: Drac2: (Nope, it was me being a fool) Whatever happened here made Darvins solution not work. I went to check, and something is plain wrong. Ok, Dravin's solution missed a step where you take Blood Curse, Drac's puzzle pack works as intended. It felt a bit more difficult than the others, but then again, it showcases a lot of his features I rarely ever use / invoke.
- Big Like: Binlor's puzzle pack was fun, well written, open ended to a degree and all-round great.
Getting pretty close to a very deffinite end of the early game, and when there I'll do a summary of the expirience and move on to the midgame. (It may look like I'm knee deep in it right now, but I think I maybe have a few things to sort out still).
- Big Like: - The new Crusader subdungeons, I honestly didn't realize that it was what it was.
- Gameflow Gripe: - The fact that Bank lvl 3 takes place in penultimate HARD dungeon. It's really easy to fill up your 4000 gold from bank lvl2 and be faced with quite a bit of gold overflow if youre taking your time and enjoying the scenery. It pressured me to unlock stuff and use stuff I wasn't really ready for if I just wanted to do a bit of completion on the early puzzles. The "clear out shifting sands" thing feels a bit random from the perspective of a player who's unlocked the quest and has a need for it's reward, and the difficulty spike between it and anything I've encountered so far is quite large.
- Big Like: At some point the dev's must've fixed the fullscreen. It's not fuzzy anymore! And it means less missclicks and eyestrain! Whooo!
- Rogue Gold: Wow, my second Gold Win, and without GETINDARE to boot. Also, the boss drops gloves of Midas, after Silver allready does, so not sure what to make of that. Cool thing is I used a Pactmaker pact, the one which gives health, but if I was smart and picked a Dwarven rogue instead of a Human "just to check the dungeon out and maybe sneak a broken rogue win", that would be THE place to pick up the conversion pact (provided you have other means of picking PISSORFF up). Nice, challenging, pleasant and cool, I liked it.