GarthQuest is complete at 42,000 words. A sample dungeon for the game, and how (hopefully) I should set the bar for things to come in the future. My personal design philosophy is that dungeons should tell a story; Tower of the Phoenix was a pretty good example in the original. Your choice of companions should matter. Ideally, there should be multiple ways of surpassing an obstacle. I also like to punish people who don't like to read in a text game.