Quick Feedback on 0.4
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Hello GGG,
we are quite deep into League 0.4 now, and a lot of players have already quit. Usually, this far into a league, I would have been out as well — but somehow not this league. The reason is pretty simple: Temple. Finally, a mechanic that gives real long-term motivation in the endgame! It was (and still is) super fun to build that Temple with a huge snake chain (around 200h playtime this league). It gives motivation for an extra +100 hours per season, and it feels extremely rewarding to see how drops improve the further you progress with your Temple. My wishes for future leagues: -Adjust drop rates, NOT the mechanic itself We don’t need 100 div per Temple, but after investing ~30h into building one, it should be very profitable in the endgame. -Make progress more reliable Less extreme RNG (like not finding lock medallions in a streak); especially important for casual players. Maybe an early mechanic that guarantees sustaining 1 lock medallion per run. Don’t turn it into a niche interaction mechanic Please don’t reduce it to just things like double corrupts. Keep the snake chain as a constant, long-term progression goal. Hope you read this feedback and keep it in mind 🙂 Cheers! Last bumped on Jan 23, 2026, 6:56:30 AM
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