Hahaha no I think I'll finish my game before yours and then aggressively defend the trademark.
ps there are a bunch of things with this bad title already.
Edit:
Okay you changed your post to be more polite. I'll edit the title when I think of a name. Feel free to suggest something.
For the "solvable" issue, I had imagined two solutions:
- You have to solve your own level once before it's saved
- You only start getting wins after at least one person solves your dungeon
Yeah, I'm going to former route. You'll need to enter your redesigned base and reach your chest, then exit again, to pay the dungeon renovation contractors. If you can't do that they'll put it back the way it was.
There are also special abilities which, once acquired, need to be placed in your base before you can equip them, which you do by entering your own base and touching them. That way players have the option of building alternate paths that contain their abilities. You don't lose an ability if someone raids your base and steals it but there is a slight penalty to encourage basic defence. These aren't tested for solve-ability, so it's possible to place rare abilities behind walls just to showcase them, but some abilities may allow players to get to them anyway.
Additionally, monsters (but not traps) placed in your dungeon will generate variable amounts of dosh when they kill a player. So besides raiding you earn money my having a well-designed dungeon that attracts players, but which is challenging enough to kill most of them.
(Certain really fierce monsters will actually cost you money when they defeat a player, so they're better used as a last line of defence before your cash chest.)