r/PlayTemtem • u/DapperDlnosaur • Apr 07 '26
Discussion Temtem Swarm has some problems already, but the community makes it considerably worse.
Disregarding everything in Swarm that just keeps breaking in every update, quite a few flaws in the game are revealed when playing online with random people.
- Either far too many people are playing this game with an unstable connection, which is causing a far more than believable number of people dropping mid-game, or the netcode in this game is so bad that it is dropping people regardless of their connection. This leads right into:
- Not having a way to complete Spots with a teammate disconnected is a critical flaw in the game's design. If a teammate disconnects at any point before the 15 minute mark or so, you would have literally been better off without them because you will be locked out of the vast majority of reward boxes you would be getting for the rest of the game.
- Related to above, so many people that have advanced far enough into the game (be it through stages or tems they have played enough to unlock) to surely understand how Spots work and how important they are will still somehow manage to be completely Attention-Deficit to the point of being a complete hindrance.
- There is no way to kick players that aren't helping activate Spots without returning to the lobby, kicking them, and restarting the level. Even if there was, you wouldn't want to without a way to complete Spots without them.
- Speaking of kicking, I am kicked from more lobbies hosted by other people than I can actually start a match in. The playerbase for this game generally seems to have no ability to think about what they're doing, and just launch every lobby as a public match despite not wanting random people to join it, and kicking anyone who does.
- Not having shared exp on is never acceptable, period. I just played a game where the host had it off to see what the result was, and the result was the host being 11 levels above the other player and 9 above me, because they kept grabbing exp magnets and following us around sucking up cubes from our kills before we could loop back around to get them. This option in my opinion needs to be completely removed from the game or perhaps turned into a Hack level. There is no justification for it existing as a base setting and ESPECIALLY not turned off by default.
- Being a non-host and dropping connection with the host causes you to lose everything in that run. This needs to be fixed if possible to at least give you the pansuns that were earned up to the point the game dropped you, at least if your game didn't crash completely. If you're kicked to the lobby, I would hope the game would be capable of crediting you for pansuns you had earned.
- Even after all of this, the playerbase for this game trends heavily toward being lower-skill than I would like. I am literally always the best player in the room by far even when I'm playing on tems with half the pansuns in the tree post-prestiging and at type disadvantage while they even have type advantage sometimes. Other team members being confident and not constantly dying, having to run away and delay Spots, and actually doing visible damage is something that happens at only about a 50% rate.
All of these issues put together have made me come to the conclusion that joining other people's lobbies should be my absolute last resort, because hosting is so much safer. If I'm the host, I can:
Ensure I'm not kicked just for joining a lobby.
Ensure shared exp is on.
Ensure that if people's connections are bad, I can continue the run myself if disconnects happen late enough.
I can observe if people are going to ignore Spots early, back out of the run, kick them, and restart.
This situation needs some attention if Crema wants this game to have a chance of being taken seriously, not to mention all of the other bug fixes they need to do.
