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Sup guys!

I want to get your thoughts on this topic. When you design your dungeons with a turn-based battle system, how do you make sure that you don't remove the player from the flow of progression in the dungeon? Since it can be pretty distracting to do a random encounter and if you do use an event touch encounter it still removes you away from the map to a new scene. I'm not used to designing levels for a turn-based battle systems. My designs are more for action adventures.

A good example would be Pokemon dungeons but it needs a fair amount of preparing the player before dungeons. Like letting the player know that bushes are random encounters and there are some forced ones. What's great about Pokemon dungeons is that you seem to know where to go without anyone pointing you on the right direction and its those forced encounters that makes it possible, you know you've been to the area when forced encounters aren't tirggered anymore.

What about you? How do you design your dungeon levels around turn-based battle system?

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