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Traps #20
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I worry if u have the client open the mimic trap will be predictable with it going through the text client if opened and if it doesn’t that could be seen as the item wasn’t sent though I’m not super knowledgeable on hollow knight but based on what I’ve seen that seems to be true. |
Fixing Mimic Shuffle would be nice. However, the native IC behavior is to just play the mimic SFX when you 'receive' a mimic. One of my ideas is to have sent mimics pick a random position near the player and spawn there, but this might make them spawn OOB (which admittedly won't break anything) or over spikes/acid). This might be problematic in certain scenes where the player isn't expected to die, but DeathLink is already fixing/catching a lot of that. What we don't want is mimic traps affecting the sending (HK) player who maybe didn't opt into the crazy settings the receiving one did. |
Many people have requested "lore traps" which just freeze you in place. I think this is kinda janky and probably creates opportunities for text storage so instead we could include something like "scream traps" where a boss scream plays and takes control away during the scream |
Ooma core trap, idea from discord |
Zotelubra/Zote's Curse trap: spawn the eternal ordeal enemy that floats in the air and drains soul like a reverse Salubra's Blessing |
Trap items could be fun.
Ideas:
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