0.4 Temple Feedback from a non-juicer
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This was my experience playing temple from a non-optimized perspective. Just placing rooms relatively strategically, sometimes building longer snakes, but not focusing on hyper optimizing my setup.
- Temple felt rewarding even without hyper-optimization - The requirement to full clear rooms before being able to advance to the next room feels very tedious, and I'm a little unclear what function it serves. There are lots of weird corners and side rooms in the tile set where monsters get stuck and hunting them down is annoying. Monsters also tend to idle in these side areas, rather than attacking the player, again forcing the player to track them down and making it take longer to clear rooms if you do not have a skill like spark/twister/etc. - Because of the full clear requirement the tile set overwhelming favors a very specific build type, builds that can spam projectiles and clear off screen. It would be nice to see slightly more open room layouts, or a variety of room layouts, with some weighted to more open spaces if the full clear requirement is left as-is. Last bumped on Jan 21, 2026, 12:51:55 PM
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