Yeah obviously, you shouldn't listen to all feedbacks the same. This is what I meant by saying you need to listen to that opinion and see if it makes sense with what you are trying to do with your game, and how it would fit in your project. Our role as game creators is to gather these feedbacks and being able to sort them out, to keep the "good" (or at least our idea of what fits the project) and leave the rest. It is, after all, impossible to please everybody!
And yes, the original concept has a lot of merit and quite often, "it it ain't broke don't fix it"!
As I said, I found myself being a bit bored of the Boss Key mechanic when I played Echoes of Wisdom, pretty much for the same reasons as these two people: yes it is a moment where you know you need to head to the exit, but it has become quite stale over the years in my opinion. In the end, you get into a temple, you're looking for a big chest, you know what's in it, and you know you then need to wrap it up. It is not without merit (you pointed several very good reasons), but I feel like I can push a little beyond that with Knight George!










