New Traps! | Patreon Poll #19
- Sprouting Traps 28
- Geyser Traps 30
- Gateway Traps 33
- Giga Flock Traps 14
- Tar Traps 31
Hey 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!
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.
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.
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.
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.
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?