In the original Tallowmere, keys were dropped by enemies. You picked up a key, which increased your quantity. Not really exciting, but did the job.
In Tallowmere 2, as of v0.1.5a, keys are dropped by enemies still, but not in a quantity/collectable sense. Keys are held temporarily, either to then be thrown against enemies, or delivered to a door.
In one sense, the ability to hold a key opens up different gameplay mechanics, for better or worse:
Able to throw keys against enemies.
Able to have held-keys grant temporary modifiers (currently they add a small movement-speed boost).
Allows for different types of keys to be created without cluttering the UI. (Kitten Chamber rooms have a white key, rather than a gold key)
In online co-op, allows for keys to persist in the world even if a player goes offline.
On the whole, keys in Tallowmere 2 a part of a larger system which is new from the original game – being able to hold temporary items to then throw or use. (the Capture the Flag flag in T1 sort of experimented with this idea)
But, having to juggle keys also comes with downsides:
Can be annoying to pick up, especially in Kitten Chamber rooms where you need to manage both types of keys.
Can be annoying to go back and find the key.
Currently, juggling keys, traps, and shield-raising is not fun.
Possible improvements to try:
Add an on-screen indicator for when a key has dropped but you've gone past it.
Disable traps when holding a key.
Allow keys to follow you / tag-along behind you.
Allow keys to be collectable, quantifiable, and party-wide, rather than player-specific.
Add different perks for holding keys, such as health regen, speed boost – which maybe could be charged-up triggered during holding, and then saved or executed while the key follows behind you.
Different classes / characters and/or modifiers that change how a key is "held" by you – wings on the key? auto-follow? Doesn't have to necessarily retain a physical / realistic mechanic.
In the original Tallowmere, keys were dropped by enemies. You picked up a key, which increased your quantity. Not really exciting, but did the job.
In Tallowmere 2, as of v0.1.5a, keys are dropped by enemies still, but not in a quantity/collectable sense. Keys are held temporarily, either to then be thrown against enemies, or delivered to a door.
In one sense, the ability to hold a key opens up different gameplay mechanics, for better or worse:
On the whole, keys in Tallowmere 2 a part of a larger system which is new from the original game – being able to hold temporary items to then throw or use. (the Capture the Flag flag in T1 sort of experimented with this idea)
But, having to juggle keys also comes with downsides:
Possible improvements to try: