btw, i like the general idea A LOT
however the map lacks some dynamics.
the map itself is perfectly playable (or not), but only if you absolutely know where the dungeon keeper starts (since he always starts at the same place, this is valid.)
the only valid strategy for the players is kinda to make a 7 movement hero (since heroes can have up to 6 by default, so the dungeon keeper can also have move 6 and since that you would need 7 moves), save at least 8 points to get through the 4 gates needed to reach him. spend the remaining points in strikes or HP (you may buy more if you get a guaranteed kill, so you get the points back)
so one player would go directly (takeing the left route through corridor) after him, another player (player 2) would try to go around and cut off his way.
thr third on can take villages, or simpy support player 2.
ideally p1 has a 6 movement hero (+1 movement upgrade then to make it 7), and p2 and p3 can have move 5 heroes (also with a movement upgrade to get 6)
THIS IS ALSO THE BIG DOWNFALL:
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this is the only way the players can be successful, else, the keeper simply waits unitl he gets some really nasty monsters or get the players in the wrong postions.
if the players are not aware of that they will run mindlessly around though, perhaps even get trapped after spending all their points, then exspecting from the dungeon keeper to send monsters at them "so somethign will happen" (in fact the gameplay shoudl FORCE the keeper to act (else he will lose), not the bored players)
or players simply spend everything they have, and entrech themsleves somewhere, then the keeper also "just" needs to wait until he get the biggies and try to tear them apart
in any case, since there are extremely LITTLE choices how to setup an intelligent gameplay, most games with an expierienced keeper and unexpierienced players wil end up like not much happens in the first rounds, then players get picked off one after another.
especially bad it is if players get trapped somewhere and they cannot go out again.
also the shop is full of nonsense that is just a waste of money.
i would seriously overhaul the shop: you could offer wepons that are on lvl2 level (so around 8-4 damage), weapons with specials
traps are mostly nonsense
also as another improvement, you could place a chest containing 2 (or more) additional points (for being able to get out of the room again) in some strategicalrooms. i woudl vote for more then just two points to allow players to progress deeper (open more gates), or simply as a reward for getting them.
the dynamic of the game mould drastically improve, since players could move around, make progress. then its up t the keeper to prevent that (or deal with it)
also more or other monsters woud be welcomed too of course
new or improved maps could be added.
also the point system coudl be also overworked.
getting points for kills ok (could be also gold based, btw - then villages woud also have a strategical use for players)
but i think the keeper may be ok, with a fixed income per round (maybe due to holding ceratin sites in the dungeon, so players can weaken him while progressing).
but for now, it would be great if there woudl be chests placed in some rooms to ensure players can continue and not get a default lose and to improve the game dynamics.
in any case the general idea is nice.
i can really think about something like an "DUNGEON KEEPER" thingy
