After forgetting to pick up the rod from the first boss (Thrall Housing) in thids for like the 5th time, I think it would be a really helpful (to me at least) if the exit portal from the boss room could be locked and unlocked via a boss key, like some of the other boss room exits.
The boss also doesn't seem to respawn with everything else, so there's no way to complete the run if I forget to grab it.
Keymechanics that can lead to runbreaking errors by a player, welcome back to the stone age of game development. That´s a designe flaw that any half way modern game avoids or grant alternativ ways then to your goal.
The point was that it was nothing to do with deliberate design, but was a knock-on effect of other systems (much as with the Tia transition). Though, when I was building thids (probably sometime early in 2007) this was the kind of thing I just didn't think about at all. Never occurred to me that it would become a run that was zipped through so quickly. I was also of the school of thought that player error shouldn't be coddled, a design philosophy that has since gone out of vogue. I chalk it up to millenials+ never having played Zork/Oregon Trail/etc.
I think its probably one of the only? runs where the key to something isn't on the same map, so there's a risk of despawn and you cant go back and grab it.
Thids is one of the coolest runs from a lore and thematic standpoint! I also really like how its broken up into different houses, each with a slightly different theme, and with at least something cool and unique loot wise from each (bios, beakers, ror)!
I don't think the key thing is really that big of a deal, and it's totally fine and understandable if it was an intentional decision from a design perspective. It just feels bad to occasionally loose a run because I'm stupid and forgetful.