Temple mechanic improvements
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Just a few suggestions to improve the temple mechanic:
1. Get rid of the doors. Not only do they not work right (sometimes are displayed closed when they're actually open and vice versa), but the fact that you get locked in in each room and sometimes in such narrow pathways with tons of cannon wielding f...ers in the room that you have no way to escape is some exceptionally bad design. And of course, as soon as you finish the room (by finding the last dumbass who's still chilling in a corner somewhere despite you've just been killing every other person in the room), the mobs from the next room swarm in. Then there's the situation that the huge ass boss can glitch into the next room (e. g. forgemaster) while some other mobs block the door completely. In short: It's a hot mess. 2. Allow portaling out AND back in to the same spot. Why on earth you chose such a clunky way of going in and out of the temple is beyond me. It's even worse than portaling out of abysses and makes absolutely no sense. We should be able to simply portal out of the temple and then back in to the same place where we left off. 3. Room placements for the next run should only be locked in when you start the run. It's an absolute joke that you have to use 3rd party tools to test your room placement so you don't mess up the temple build as every room placement is finite. You should be able to place and remove the room cards and medallions freely and only when you hit the "Run Temple" button, they should be locked in. Also, rooms placed via medallions should be properly displayed on the map so that you know what they do and where they connect. 4. Ask for confirmation when closing the temple. Seriously, every time we portal out of the temple there's a pop-up that asks for confirmation (which is entirely unnecessary), but you click on "Close temple" by accident and the half-finished temple is gone? THAT's where you should have a pop-up... 5. Add a proper crystal counter to the vaal circles so we don't have to go to the temple to see how many we got. 6. Add at least some slots to store room cards for later use. There's already WAY too much RNG involved in that mechanic, give us some help to mitigate it. 7. Add the option to mark at least some rooms for destruction after each run. Gives the people some help to fix their temples faster if they're bricked. Last bumped on Jan 11, 2026, 8:52:00 PM
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All of these are great ideas. Thank you for contributing.
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+1
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