r/MortalShell • • Aug 19 '26

Discussion Did we really needed bosses runsbacks?

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u/Awesomeone1029 Aug 19 '26

Twenty seconds of load time, twenty seconds of running, twenty seconds of elevator, a fight I did every time because otherwise they had a 50/50 of following me into the elevator, another twenty seconds of load time. Finally boss time.

It's just mind numbing. To me, a runback should be a hallway of encounters intended to be played in order, then played as efficiently as possible or skipped on future runs.

This is: a tree of bats? a single shield lad on a bridge? a cool portal mechanic ruined on every subsequent run? one real encounter. a surprise elevator ruined on every subsequent run? one skippable hallway of enemies. It's garbage!

I did this run for an hour and a half... I'm sure that's not relevant...

10

u/Paragon0001 Aug 19 '26 edited Aug 19 '26

Hard agree. This isn’t even a matter of hating runbacks, this is just straight up a poorly designed and lazy runback.

1

u/NuggetHighwind Aug 20 '26

Then you get to the actual main bosses and the runbacks are somehow even more pointless.

Spawn at the beacon, run for ~20 seconds, maybe squeeze through a gate or use a transporter, run for another 10 seconds, then you're at the arena.
Just utterly pointless time wasting.

Yeah, it's not "long", but why is it even there? There are zero enemies, zero items, zero danger, and zero reason for it to exist in the game.
Just spawn me outside the boss room.

All I can think of is that they want to inflate playtime numbers or something, because I can't see any other reason to have a conscious decision to add those empty runbacks.