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The Lost Temple 2

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All Totems Destroyed 100 Points

Find and destroy all 120 totems

Good Riddance 100 Points

Defeat the Evil Guardian

Halfway There 100 Points

Find and destroy 60 of the totems

Perseverance 100 Points

Complete all 48 Secret Levels

Trophy Collector 100 Points

Collect 120 Trophies

Author Comments

In this second installment, the temple guardians come to you asking for help once more. The evil guardian has returned and you're needed to help banish him for good.

You need to find and destroy all of the totems, ready for the final battle!

Left/Right, Up (Jump/Start Minecart)
Down (Enter Doorway)
SPACE (Dismiss Text)

The gameplay is similar to the first, though this has an open-world vibe, and the levels can be tackled in any order.

The minecart has an AIRJUMP

I'm currently working on resolving the issues that some people have mentioned. I'll upload a new version soon.

I've been busy resolving a load of the issues that people brought up. There's little I can do about those difficult upwards jumps as it would mean a lot of reworking, though I'm going to take a look at them in the timed levels and see what I can do.

I've resolved a load of little bugs and I've removed nearly all of those difficult upwards jumps from the levels where there's a time limit.

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Here's something to know. When medals award in-game they do not award on your profile at that time. In order to get them on your profile, reload the game and (re)play a level or two and wait around a bit. All 5 medals required this!

I would also suggest no more mine cart levels in any future games. I understand you are most likely taking inspiration from the Donkey Kong Country series (or maybe Pac-Man 2?) and it worked in those games, but those were by far the worst of the levels in this game.

In fact one of the mine cart levels (Secret 42) I'm not sure is possible because you put a red block that is way too high to jump but too low to roll under right up top of a steep incline before the trophy.

Fortunately the game bugs in the counting sometimes, such that it gives you more levels completed or more secrets completed than you've actually completed. That was nice because for example I'm not sure that (Secret 42) is doable as-is so that helped out. It seems to only bug in favor of the player, which is nice.

It's probably not a bad idea to give the player a tiny amount of wiggle room anyway and not require absolute 100% completion on a game of this difficulty. Anywhere from 95% to 98% should be "good enough". With how many stages there are and how difficult they are, this isn't unreasonable and it's not without precedent.

This is pretty fun and challenging and I like how you broke it down to small levels. Your previous game was a bit cumbersome, especially with the long in-between levels where if you screwed up, you had to start all over, again and again (almost rage-quit level of frustration). This one is nice being able to tackle levels in any order.

The ice levels took some getting used to. A tip, if you let go of the movement while jumping, you can land without sliding. One level (forget which) requires using a left-right 'glitch' to pass some spikes. Basically hold right for a few seconds and press left, then you can jump at full speed immediately. Only had to use that once, though.

Mine-cart levels were a bit annoying at first, but you can memorize the timing, more or less. Secret mine-cart levels were more random with the spinning spikes, so those may require a lot more repeats to get through. If you're close to the end and drop, as long as you pass the edge of the screen, it should pass that level.

Few levels that might be broken, Secret 31, in the middle where the trophy is, I can't find a way off that platform due to the spacing of the blocks up to the sides. Running off lands you in the fire pit and jumping, you always hit the block. Unless there is special technique, I don't see how to progress from this point. Can't get off that platform either way.

Area E, level 5, I can't find any way to the trophy. Unless it requires absolute perfect timing with the doors and the entry is right below, I can't find a way in.

Area D, level 3, as mentioned, can't find the trophy anywhere.

Kind of waiting to get those last three before moving onto the boss level.

Also seems to be a problem with Flash crashing if the game has been running a while. Not a big issue since you can just reload and the levels are short enough that you don't lose much , if any, progress.

Overall, a great, challenging game. Some levels are a cakewalk, others quite challenging, but overall nicely balanced.

JeffreyDriver responds:

Thanks a lot. I appreciate the detailed review. I'll look into getting the issues you mentioned fixed ASAP.

1. Secret 31 has been made a little easier
2. In Area E5, the trophy is actually very easy to get, so I haven't made any changes. A few people have mentioned this particular trophy. Don't overthink it!
3. Area D3 trophy is now in a prominent position
4. Still looking into the memory leak issue.

Love this type of challenging games. Especially the quirky jumping. :D

Can't seem to find the trophy in Area D 003 (World 4 - Level 3 - Minecart) though. Any clues?

JeffreyDriver responds:

Pretty sure it should be there somewhere. I'm away at the moment and so can't really check, but I will when I get back in a few days.

EDIT: Sorry! It wasn't there, so thanks for letting me know. I've now uploaded a new version with the trophy added to the level. Your saved game won't be affected.

There are a lot of things that I like about this game. The run cycle is good, the background isn't really bland, the music is decent, and if you die between taking the totem and returning to the door, it starts you back at the totem instead of at the door. I liked that a lot. I think that the door progression hallway is a little odd, but I guess that makes it easier to see how much you have achieved. I really think that you could have just had the level progression system just go door to door instead of completing the level and then coming out to do the next one, and do it a little more like other side scrollers like Mario. If you want to stick with the mechanic you have for that right now, I would makes some space in between them and make it look like an actual hallway in a mansion or something. That would give you more space to give your game some more character. Good platformer game.

JeffreyDriver responds:

Thanks a lot. I'll take your comments on board for the next game.

Very nice.
I really like games with a ton of levels.
The acceleration feels awkward, I think it could use some tweeking. After all the levels are supposed to provide the challenge, not the controls.
Other than that this is a very fun game.
One thing I did notice is that the 4 challenging doors at the end can be entered. Am I supposed to enter them with the forcefield thing in front of them or is it a bug? (I did complete the first 20 levels first, so they could be bonus areas)

JeffreyDriver responds:

Thanks for the feedback. Those doors can be entered when they appear. They are bonus levels, unlocked by picking up the trophies.