fewRy (Theodore Johnson)
Green Slime
Heya, so I started playing this game a bit ago and I have to say, with the whole fact I really dislike any RPG that doesn't require intense reactions and hardcore gameplay, I absolutely love this game. Despite the fact only 3 temples are currently out (with the third lacking the ending thus far), I find joy in spending hours grinding and trying to complete every nitty gritty thing this game has yet to offer. But a few ideas and worries arose as I was accomplishing these feats. I couldn't help but notice how absurdly easy each of the enemies became to farm as I progressed through the game and became stronger and stronger. Obviously, this is part of every RPG, but it made me think "There will be a limit to how much enjoyment I can get from this game by means of only one playthrough." Eventually, when the full-game is released, end game characters could potentially have the power to completely obliterate nearly everything they come into contact with, making it a rather boring experience for those who previously found enjoyment in becoming as powerful as possible and attempting to get all of the rare loot. So what I have to offer is the following suggestions in hope to give the players the longest enjoyment possible.
1. Multiple Scaling Playthroughs
Something I happened to very much enjoy from games was the option to start a second life, more commonly popularized these days through Dark Souls. This enables players to endlessly cycle through the games storyline and enemies, but with the added benefit of the enemies being higher leveled, dishing out more damage and the added feature of scaled cards. Now before I go into more depth on that, I would like to note the left hallway leading into the Collector's "Museum" of previously killed bosses. As a feature, you should allow players to change their character between one life and the next at will, allowing players to go into the first playthrough they ever did, the one they are currently on, and all of them inbetween, each of these playthroughs having their own specific cards that you can only use in that playthrough. It doesn't seem like that big of an issue on a small-scale, but imagine how horrible it would be if player's kept on stacking the cards effects over a long-period of time (specifically the green-slime card). I could only imagine how far you could grab items then. On that note, there should also be obvious cards that shouldn't be scaled to the game cycle you are currently on. Things like the Present Card and the Green Slime Card should be left as is, while things like the Mage of Seasons Card should be buffed and scaled to match the playthrough the player is currently on. One of the more satisfying things of grinding in this game is the fact nearly every enemy you kill has the chance to yield the rarest drop that gives a passive bonus to your character. Considering these cards will only effect the current playthrough you are on, it won't make players feel it is absolutely necessary to get these cards just to go into the next game cycle, merely being there as an option for those who love to grind. On the whole, this New Game feature would likely give players a rather increased duration of experiencing the game without having to start all over again with a character that feels rather slow in all aspects.
2. Day Cycles
Something I love about this game is the absolutely wonderful use of color, music and layout of every nook and cranny. But there's always something a little odd about the fact it's almost always daytime. After seeing what night / evening would look like by means of the festival, it reminded me of The Legend of Zelda: Ocarina of Time with the moody lighting and Hyrule. Part of what made me think of this was that, but I think it would be a nice twist to add two new features: a nighttime cycle and a bed in which to sleep in, putting you into the next day. Multiple games have done this and in nearly every variation I have found it to be rather appealing, but when night comes, hell comes with it. Increased monster spawn rates, increased levels and stats, more money per kill, etc. are what I had in mind when I thought of this. Alongside my above comment about loving the music and setting of some places, as well as the fact players will always be looking for a challenge, it would be very entertaining to be able to go to the previously easy killing fields to fight enemies that can pose a very great threat to end-game characters, just by arriving at a different time. The bed will be more or less used as a means for those lower-leveled characters that aren't quite strong enough to take on such enemies, making it so they don't have to wait out the entire night just to continue through their quest or grind.
Those are just two main ideas that came to mind when playing this game, because to me it is almost perfect in every way with the only problem being its not yet finished (not a problem, more I really love the story and I want to see what happens next ;-;-). These are just suggestions and hopefully, if not implemented, they can at least give you ideas as to what you could potentially do.
-Teddy Johnson, High School Programming Nerd
1. Multiple Scaling Playthroughs
Something I happened to very much enjoy from games was the option to start a second life, more commonly popularized these days through Dark Souls. This enables players to endlessly cycle through the games storyline and enemies, but with the added benefit of the enemies being higher leveled, dishing out more damage and the added feature of scaled cards. Now before I go into more depth on that, I would like to note the left hallway leading into the Collector's "Museum" of previously killed bosses. As a feature, you should allow players to change their character between one life and the next at will, allowing players to go into the first playthrough they ever did, the one they are currently on, and all of them inbetween, each of these playthroughs having their own specific cards that you can only use in that playthrough. It doesn't seem like that big of an issue on a small-scale, but imagine how horrible it would be if player's kept on stacking the cards effects over a long-period of time (specifically the green-slime card). I could only imagine how far you could grab items then. On that note, there should also be obvious cards that shouldn't be scaled to the game cycle you are currently on. Things like the Present Card and the Green Slime Card should be left as is, while things like the Mage of Seasons Card should be buffed and scaled to match the playthrough the player is currently on. One of the more satisfying things of grinding in this game is the fact nearly every enemy you kill has the chance to yield the rarest drop that gives a passive bonus to your character. Considering these cards will only effect the current playthrough you are on, it won't make players feel it is absolutely necessary to get these cards just to go into the next game cycle, merely being there as an option for those who love to grind. On the whole, this New Game feature would likely give players a rather increased duration of experiencing the game without having to start all over again with a character that feels rather slow in all aspects.
2. Day Cycles
Something I love about this game is the absolutely wonderful use of color, music and layout of every nook and cranny. But there's always something a little odd about the fact it's almost always daytime. After seeing what night / evening would look like by means of the festival, it reminded me of The Legend of Zelda: Ocarina of Time with the moody lighting and Hyrule. Part of what made me think of this was that, but I think it would be a nice twist to add two new features: a nighttime cycle and a bed in which to sleep in, putting you into the next day. Multiple games have done this and in nearly every variation I have found it to be rather appealing, but when night comes, hell comes with it. Increased monster spawn rates, increased levels and stats, more money per kill, etc. are what I had in mind when I thought of this. Alongside my above comment about loving the music and setting of some places, as well as the fact players will always be looking for a challenge, it would be very entertaining to be able to go to the previously easy killing fields to fight enemies that can pose a very great threat to end-game characters, just by arriving at a different time. The bed will be more or less used as a means for those lower-leveled characters that aren't quite strong enough to take on such enemies, making it so they don't have to wait out the entire night just to continue through their quest or grind.
Those are just two main ideas that came to mind when playing this game, because to me it is almost perfect in every way with the only problem being its not yet finished (not a problem, more I really love the story and I want to see what happens next ;-;-). These are just suggestions and hopefully, if not implemented, they can at least give you ideas as to what you could potentially do.
-Teddy Johnson, High School Programming Nerd