1. Making the first base too large
A huge first structure is harder to finish, read, and repair as a team. Begin with a compact plan that has a visible entrance and retreat direction, then expand only when the team understands the weak point.
2. Sealing every exit
More enclosure is not always more usable. Keep a clear route for teammates and avoid trapping the whole group inside a confusing build.
3. Letting everyone focus only on building
Cooperation is more effective when roles differ. A safe starter plan is for one player to keep building while another observes where the monsters are approaching from.
4. Trolling the team that is helping you
The official description mentions items for trolling others, and the Pusher pass pushes players. Using those tools against cooperating teammates can destroy the routes and timing your group depends on.
5. Treating paid items as free starter gear
Coils, Grapple Hook, Magic Carpet, Pusher, and multiplier benefits are listed as optional game passes. Do not build a beginner route that assumes every player owns them.
6. Mixing in facts from a similarly named game
Match the exact title, creator, Place ID, and Universe ID on the sources page. Do not import monster names, controls, wave times, prices, weapons, or upgrade trees from an older or similarly named experience.