New Traps! | Patreon Poll #19
Added 2021-07-05 15:01:03 +0000 UTCHey Patrons!
Just as with the last two, I’m going to use this Patreon poll to decide on some smaller side content for v0.9.4. We’ve done special enemies, alchemy produce, and ankh improvements. Now it’s time for some traps!
Traps have been in a pretty good place design-wise since v0.8.0, but it might be nice to add a few more to better enhance variety. Specifically, I’m looking to add a few less common traps with neutral or potentially beneficial effects!
The results from this poll will determine what new traps I add in v0.9.4!
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Please vote for all the options that you like, not just for your one favourite! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice. For this poll, I am likely to select multiple winners, as traps are relatively easy to implement.
All patrons are encouraged to share their opinion by commenting and voting, but currently only the votes from Golden+ Supporters are counted when determining a poll winner. Votes from Shattered Supporters are worth double!
Sprouting Traps
These nature-themed traps would cause magical roots to grow around themselves, sprouting up high grass, a couple plants, and rooting anything that’s in their effect. The plants and grass are obviously helpful but getting suddenly rooted in place might be pretty harmful. Of course, the trap could do the same to enemies as well.
Geyser Traps
These traps would spew a geyser of water upon activating, knocking back everything around them and quickly turning the nearby terrain into water. Aside from the obvious water synergies, these traps might also be useful for knocking enemies into hazards. Note that if you step directly on the trap, it will attempt to avoid randomly throwing you into a pit.
Gateway Traps
A new twist on teleportation traps! These traps would never deactivate and would always teleport their targets to the same location on the map. This would make them potentially more troublesome but might also open up some interesting pathing or escape opportunities.
While I’m looking at traps, I’ll also likely change regular teleportation traps to trigger in a 3x3 area as well, so that it’s more possible to use then against enemies.
Giga Flock Traps
A pretty straightforward trap, just like flock, but more! Instead of the tiny 5x5 AOE that flock traps trigger in, these traps would work in a… bigger… area. You’re likely to get gummed up in sheep just as much as your enemies, but it’ll be nice for buying some time if nothing is next to you, or at least for a laugh. Players with a wand of disintegration might find these traps very, very helpful though.
Tar Traps
These traps would spread icky black tar around themselves when activated. The tar doesn’t do any harm on its own, but is quite difficult to move through, crippling anything that gest into it for a few turns. While the trap only activates once, the tar it produces will last forever, or at least until it burns?
Comments
See my previous comment about warping traps, players seemed to hate any trap design that moved their progress back a significant amount.
Shattered Pixel
2021-07-07 16:38:47 +0000 UTCIt's worth noting that I don't intend for any of these traps to be especially common, so I think it's fine for the player to rarely run into a trap that's mostly beneficial.
Shattered Pixel
2021-07-07 16:38:19 +0000 UTCHow about stepping on a geyser trap sends you up one level in the dungeon?
Marcus Schwartz
2021-07-06 22:39:55 +0000 UTCSprouting trap almost sounds too good for the player. It does root you, but it also sprouts grass around you hiding you from enemies. It's only really harmful when you are running from a deadly blob, just like a flock trap, but it also creates resources. I don't think we need a stronger flock trap. Most of the time it's just an annoyance. Geyser trap is fine, I like thinks that throw enemies/you back. Tar trap is probably my most favorite, maybe there could be a consumable with a similar effect.
Pett Myslík
2021-07-06 17:11:21 +0000 UTCMy son mentioned an idea related to this as well: that the tar trap could hide (or disarm) some traps as well.
Chris Thompson
2021-07-06 00:42:54 +0000 UTCI love every single one. 😂
Chewyou
2021-07-05 19:27:17 +0000 UTCWarping traps actually used to teleport the player up to previous floors, but people hated it, so I changed them to their current effect.
Shattered Pixel
2021-07-05 19:18:14 +0000 UTCI'd like to have the gateway trap to teleport you to level 1, no matter on which level you have been triggering it.
Robert Pommrich
2021-07-05 19:16:05 +0000 UTCYes, I'm thinking their terrain effect would be the same as storm clouds or aqua blast.
Shattered Pixel
2021-07-05 18:30:36 +0000 UTCI've generally tried to improve this by making traps trigger in an area, so that the enemy just has to be next to the trap for it to affect them.
Shattered Pixel
2021-07-05 18:29:56 +0000 UTCGateway traps sound more like gateways (period). Could do even more w/them in that case, like activation and such. Just thinking out loud :) SPD doesn't seem to be lacking at all to me, so any new fun stuff is just icing on the cake.
Chris Thompson
2021-07-05 17:37:35 +0000 UTCWould the geyser overwhelm other traps like storm clouds do?
Chris Thompson
2021-07-05 17:32:54 +0000 UTCRelated to this, and I know it's a little out of scope - but how about a stone of masking or something that lets you hide traps from mobs, so they can be lured over them w/out e.g. confusion?
Chris Thompson
2021-07-05 17:32:23 +0000 UTCOK, never mind...
Ed Baldwin
2021-07-05 17:24:36 +0000 UTCI'd prefer for all the traps to be consistent when it comes to how enemies handle them. If enemies could purposefully use these traps I also think the most likely result is players would very rarely have enemies appear right next to them.
Shattered Pixel
2021-07-05 17:00:33 +0000 UTCThe Warden doesn't have any immunity to other grass-sprouting effects though.
Shattered Pixel
2021-07-05 16:59:48 +0000 UTCMaybe the Warden would not be rooted by a sprouting trap?
Ed Baldwin
2021-07-05 15:15:40 +0000 UTCWould enemies *not* avoid gateway traps? This way the exit location could become somewhat dangerous too, and it might lead to funny situations.
Paul Stenne
2021-07-05 15:06:02 +0000 UTC