Let's think for a moment about what the Temple is supposed to be. It's
much less of a labyrinth than the Dungeon is, and more of a gauntlet of traps and enemies. It's tight walls, abundance of dangerous traps, and janky terrain make it difficult to progress smoothly through it, and quite honestly
I think this part of the Temple is fine. I can definitely see the design philosophy here; at this point in the game, the player is quite capable of free movement and has the tools to overpower standard enemies, so the difficulty comes from loss of movement and damage sources you can't fight back against.
Unfortunately, the Temple is simply not difficult enough. The enemies don't work well with the layout, the traps are easily neutralized, and the sources of danger rarely come to the forefront. To me, this says that
the Temple needs to force the player to interact with it's contents better. Here are the ways I'd like to do this.
First, I have two proposals for
a rework of Lihzahrd Pressure Plates. The first is that they also be allowed to
generate on the ceiling. This will prevent players from simply flying or jumping over all of the traps, which as of now is a foolproof strategy. The second is that
they also send a signal when they are broken, meaning that deactivating the traps remains a safe option, but it's not longer a free pass through the Temple, since
breaking a pressure plate will likely result in damage, or worse, the release of several Spiky Balls restricting the player's movement.
Now for some
new enemies to make these reworks more relevant. At certain points throughout the Temple, such as every time the path goes downwards, there will be a special enemy that I will call the
Temple Blockade. This enemy is a tall enemy that
acts as a wall to the player, preventing their passage further into the Temple. It is
both an enemy and a block in that it
has a health bar and can be killed, but the player
cannot walk through its hitbox. It has
no contact damage and no attacks, although it does have a "wave" attack that
throws the player back, meaning that it acts purely as a wall.
It is also
protected by a magical barrier, just much like the Lunar Pillars. In order to deactivate this barrier, a certain number of Lihzahrd enemies must be killed; let's say
50 enemies. Once the barrier is removed, the Temple Blockade can be destroyed, and the player can
advance further into the Temple. Regardless of the size of the Temple, exactly
4 Blockades will spawn in every world, and each time the player will be forced to stop and battle enemies to continue onwards.
I think this accomplishes the goal of forcing interaction with the Temple very well; the player
must fight the enemies, and they will likely have to make their way backwards through the hallway they're already in, which will also
increase likelihood of interacting with the traps. It also provides
a form of training for the Lunar Events, familiarizing the player with the gameplay mechanic that will
become more relevant later in the game. The Temple Blockades will
not respawn once they are killed, so the player only has to do all of this once.
Destroying a Temple Blockade will also enable the spawning of
new Lihzahrd enemies. This will make the Temple combat become more interesting as the player moves further in, because let's be honest, killing 50 Flying Snakes every time you want to progress does not sound like a good time. My idea of this is that
each time a Temple Blockade is destroyed, one more enemy will be added to the spawn list, with the exception of the last Blockade, for a total of
5 enemies in the Temple.
- Lihzahrd Aberrant. This enemy would begin to spawn after the first Blockade is taken down. It would resemble a squat, deformed Lihzahrd with dim yellow eyes and tattered yellow robes. It always crawls on all fours, and it would have the ability to climb walls like Spider enemies, although I think comparing it to The Possessed is more accurate. It would have the movement stats of a regular Lihzahrd at half health, meaning it is resistant to knockback and moves very quickly. It would have less health than regular Lihzahrds, but more damage and defense.
It would share its drops with the regular Lihzahrd, but would have a higher chance of dropping the ever-coveted Lizard Egg.
View attachment 429054
- Lihzahrd Conjurer. This would be a caster-type enemy that begins to spawn after the second Blockade is passed. It would look like a taller, thinner Lihzahrd wearing long yellow robes. It follows Caster AI, meaning that it teleports to one place, casts a volley of magical attacks, then teleports again. It would have the least HP of any enemy in the Temple, less than the Flying Snake, as well as very little defense.
For its attack, it would put its hands together and chant, and three fireballs would appear above its head in a triangle formation. They would hang there for a moment, then quickly fire off one after another towards the player. They would have some homing properties and would pass through blocks, but they can be destroyed by attacks. Melee players be warned, however, as they explode when hit, damaging the player if they're too close. The fireballs would do decent damage and inflict the Hellfire debuff, as well as exploding when they make contact with the player, making them tougher on multiplayer groups.
The Conjurer would only perform this attack once before teleporting again. Hitting the Conjurer before the fireballs are sent will interrupt the attack, as with all other casters, but once the first fireball is fired off, the others cannot be stopped from firing off as well.
It would also share the same drops with the regular Lihzahrd, although it would have a greater chance to drop Solar Tablet Fragments, as well as dropping them in higher quantities.
View attachment 429053
- Living Statue. This would be a mimic-type enemy, although rather than resembling a chest, this one looks like one of the Lihzahrd Statues that appear in the Temple. It would only spawn after the third Blockade is felled. It can look like any of the three Lihzahrd Statues, and will stand motionless in place until the player gets close, whereupon it will awaken, its eyes glowing yellow and the cracks in its body illuminated by the energy powering it. It would have the highest HP of any normal enemy in the Temple by a large margin, having four times the HP of a standard Lihzahrd, as well as substantial defense.
It behaves much like the Paladin, walking semi-slowly towards the player, completely immune to all knockback, and when it gets close enough, it will stop walking and begin to fire lasers from its eyes at the player. These would be the same lasers fired by Golem during it's boss fight. Attacking the Statue would interrupt its laser attack, but it will continue to walk towards the player, which could be troublesome because its melee damage is higher than it's laser damage.
It would be rarer than the other enemies, and only a limited number can exist at a time, but in return, it would have a much higher chance of dropping Lihzahrd Power Cells.
View attachment 429052
These enemies would make
navigating the Temple much more of a daunting task, but it would also keep things interesting, as well as
providing a greater challenge to the player. Compared to the post-Plantera Dungeon, the Temple has always been the less difficult, but with these new enemies, it may
provide a stronger incentive for the player to power up before arriving.
Then we come to
Golem himself. There has long been talk of Golem being a disappointingly easy boss, and fixing this problem has not proven easy, as
most players have so thoroughly memorized Golem's attack patterns that even upping his damage cannot do enough anymore. However, I feel that there is a simple fix. Just
take some of the mobility increases he receives in For The Worthy and put them in the regular game. He
attacks faster, jumps higher, moves faster, everything. That's really all there is to it. When I played Legendary mode, I was taken aback by how much more difficult Golem was than I had expected, and I think the majority of this was
how much harder it was to dodge his attacks, even if I thought I knew what to do. His mechanic of making the room significantly darker cannot be discounted, but I feel that should remain a secret seed exclusive. Golem already does significant damage, so
making it harder to avoid that damage is all that needs to be done.