Temtem: Swarm

Temtem: Swarm

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Genesis Nov 20, 2024 @ 1:44am
My Feedback from playing (mostly) co-op.
Not all of these will relate to co-op but as that's the main way I've played I'll list everything.

There's probably a bunch of things I've missed at the time of writing that I'll likely remember after and maybe I'll edit them in if I remember.

Shared Experience: Why is this turned off by default? why is this even a toggle? I can't ever imagine playing this with multiple friends in a full party and actually wanting to turn off shared xp, it just seems like an anti-fun mechanic.

Revives: It's an interesting system, I don't really agree with the dead person having to stand in their AoE for the revive to go through though when you could just have them teleport back to their body upon revival like every other revive system ever basically.

Synergies/Evolutions: I like the synergy system but I don't understand why you're not able to Synergise a weapon if you don't take your Evolution because I guess it just blocks the slot? you already bump the available options from 3 to 4 when an Evolution or Synergy pops up so why not just display Synergies alongside Evolutions? I know I can block the Evolution and then I'll be offered a Synergy going forward but this just seems like a really weird oversight.

Blocking/Rerolling: Why does blocking finish your level up? I know comparison is the thief of joy and I don't want to say "but other games do this".. but man this just feels really sucky, especially if I'm going for a no-evolve run I'm forced to block the Evolution slot (if I want to synergise that is) and then I don't even get to pick anything after when levels are massively important.
I'd also like to see a "Lock" option so I can pick something from the pool on my next level up, this should be pretty standard.
Also we've all said it but the reroll amount needs to increase, or maybe do something like Soulstone Survivors where you get back 1 reroll every 5 lvls.

Pacing/Leveling: This is a weird one to explain but bear with me, I feel like this game is almost too short both in time and levels.
The final boss spawning at 15 minutes in just feels like 5 minutes too soon and I usually end up just grinding for another 5 levels anyway to complete a Kudos I'm working on, I don't think the timer needs to increase to 30 mins but at least a solid 20 would be nice.
Experience feels really really slow and weak despite being the one thing you rely on the most, if you think of any game that's similar to this there's a good chance in that game you'll usually make it to what? lvl 50? 60? 80+? in that run? then you get to the final boss and finally see how your amazing build does against it.. whereas sometimes in TemTem Swarm I'll barely hit lvl 25 for the final Evolution and the boss has already spawned. Why is there so much White/Grey experience? You'll play for maybe half of the run before you see any Green xp drop and even then it's a pitiful amount.

Events: Pansun Feast is an instant-avoid, I don't want Pansuns I want xp because I'm on a 15 minute timer to get 4 weapons maxed out AND Synergised AND I probably want my Evolution AND I need to max out gear for other Kudos, I don't want Pansuns.
Control Zone is 50/50, if I've got a strong ult and a decent build and it's early game then it's fine, if not then it feels rough and is basically a skill issue fail.
Nest is just easy but can still fail if there's a swarm or you don't have targetable attacks.
Summoning Circle is obviously the best one by a country mile, you kill the Tems and you get giga xp and everyone is happy.
Also I need to know if they actually QA tested events in co-op because the sheer amount of events I've triggered before my partner steps on the circle only to have the entire thing bug out and be an auto-fail is probably close to 40%

Breakables: I fully understand this is RNG but it definitely feels weighted, sometimes early game I'll break 10 breakables and they'll all drop fruit, then at the final boss I'll break 10 and it's just a Pansun Feast that I didn't ask for. I know that breakables can drop any powerup and any fruit but it feels like it's mostly Pansuns, maybe you'll 50/50 and get fruit and then if you get a lucky 5% drop you'll get something like Poison/Fire/Ice or maybe extra lucky and get a 1% chance drop magnet (these are not accurate percentages I'm just sad).

Conclusion: Whilst the game is fun there are many many aspects that are anti-fun, it's not a complicated thing to recognise at all and you can still have challenging options and modifiers without the fun taking a hit. The best example I've got for this is the shared xp, why even bother with a toggle? why? what's the logic behind that? is it to make games challenging for your group? that's fine but then why is it off by default?.

game fun but could be funnerer