Own
Moderator
SoG is going into a general-game-polishing phase after Tai Ming hits standard, apparently. What areas of the game do you think need a little loving in that timeframe?
- Housing. (Is almost finished!)
- Arcadia redo. (Being worked on.)
- Mt. Bloom & Tai Ming Arcade areas. (Being worked on.)
- Making Arcade less of a hell-on-earth experience for 3 and 4 player parties.
- Competitive, random daily arcade runs.
- The planned new Zelda-like potion system.
- Fixing the 'players using all potion types at once' problem by adding a 3-5 second cooldown between potion usages.
- Adding a notice board to Evergrind, for adding more character to the NPCs / giving players a heads-up on things as they progress through the story. http://secretsofgrindea.com/forum/index.php?threads/evergrind-notice-board.5230/
- Adding more context specific game over messages outside of boss battles. Bag should only generically berate the player when these messages are satisfied. (Ex: Character dies with nothing in the armor slot? "Were you born without any survival instinct? Go to the armory and buy a shirt!" Dies to a Halloweed? The use-your-shield message.)
- Adding missing sounds earlier in the game. Dad's opening cutscene laugh is the only unvoiced laugh in the game. Hearing the harmonica playing would be a nice touch too.
- Fixing pets. Max level 10, and making them not just be generic. The reason for them all being generic was something along the lines of not wanting someone to feel like they had to use one or another, but the current format favors getting rabby or slime and using that the rest of the game. There's no reason to switch from your first pet at level 5 to a present later on, unless you really like wasting a ton of resources. Say, jumpkins give an extra +1 atk speed per level independant of what you level them for, bees +1% crit per 2 levels, chickens +1% HP.
- Adding bosses to the hall of memories, even if they don't drop anything, or if the 'Bosses gain 5 levels per kill' thing isn't planned. Just being able to rebattle them harder and harder would be immensely fun.
- New talents, particularly for wizards.
- Buffing weaker spells.
- Debuff shadowclone to the point where battle requires more finesse than 'Stand still + Mash Z to win.' Even flamethrower requires constant movement and dodging.
- Add all the missing bosses / mini-bosses to the beastiary, if only for completion sake, letting players know just how many enemies are actually in the game. Sentry, Marino, Black Ferrets Trio, Toy Machine, Bossling, Living Rune Block, Queen Bee, Elder Rabby, all three Season Hydras, all three Mimic bosses and Enraged Giga Slime. Also for adding a Kill/Death counter to each one, letting you know which enemies were your hardest to beat.
- Adding at least one more support skill and removing the rest of the locks, because all those locks look bad. Would preferably like for support skills to cap at 5, too, to discourage wasting gold points on them.
- Adding in the mechanic that teaches 5 silver points unlocks silver charge, then gold points can be put in.
- More skill-based achievements (i.e: Perfect guard 10->25->50 different types of attacks) even if they don't necessarily have rewards prepared yet. You could just give the player 'Reward Token #1 - This will turn into an item in the future!', though... maybe some people wouldn't like that.
- Adding in at least a small entrance screen for the area to the fourth dungeon to kill the last 'not in the game yet' message.
- Housing. (Is almost finished!)
- Arcadia redo. (Being worked on.)
- Mt. Bloom & Tai Ming Arcade areas. (Being worked on.)
- Making Arcade less of a hell-on-earth experience for 3 and 4 player parties.
- Competitive, random daily arcade runs.
- The planned new Zelda-like potion system.
- Fixing the 'players using all potion types at once' problem by adding a 3-5 second cooldown between potion usages.
- Adding a notice board to Evergrind, for adding more character to the NPCs / giving players a heads-up on things as they progress through the story. http://secretsofgrindea.com/forum/index.php?threads/evergrind-notice-board.5230/
- Adding more context specific game over messages outside of boss battles. Bag should only generically berate the player when these messages are satisfied. (Ex: Character dies with nothing in the armor slot? "Were you born without any survival instinct? Go to the armory and buy a shirt!" Dies to a Halloweed? The use-your-shield message.)
- Adding missing sounds earlier in the game. Dad's opening cutscene laugh is the only unvoiced laugh in the game. Hearing the harmonica playing would be a nice touch too.
- Fixing pets. Max level 10, and making them not just be generic. The reason for them all being generic was something along the lines of not wanting someone to feel like they had to use one or another, but the current format favors getting rabby or slime and using that the rest of the game. There's no reason to switch from your first pet at level 5 to a present later on, unless you really like wasting a ton of resources. Say, jumpkins give an extra +1 atk speed per level independant of what you level them for, bees +1% crit per 2 levels, chickens +1% HP.
- Adding bosses to the hall of memories, even if they don't drop anything, or if the 'Bosses gain 5 levels per kill' thing isn't planned. Just being able to rebattle them harder and harder would be immensely fun.
- New talents, particularly for wizards.
- Buffing weaker spells.
- Debuff shadowclone to the point where battle requires more finesse than 'Stand still + Mash Z to win.' Even flamethrower requires constant movement and dodging.
- Add all the missing bosses / mini-bosses to the beastiary, if only for completion sake, letting players know just how many enemies are actually in the game. Sentry, Marino, Black Ferrets Trio, Toy Machine, Bossling, Living Rune Block, Queen Bee, Elder Rabby, all three Season Hydras, all three Mimic bosses and Enraged Giga Slime. Also for adding a Kill/Death counter to each one, letting you know which enemies were your hardest to beat.
- Adding at least one more support skill and removing the rest of the locks, because all those locks look bad. Would preferably like for support skills to cap at 5, too, to discourage wasting gold points on them.
- Adding in the mechanic that teaches 5 silver points unlocks silver charge, then gold points can be put in.
- More skill-based achievements (i.e: Perfect guard 10->25->50 different types of attacks) even if they don't necessarily have rewards prepared yet. You could just give the player 'Reward Token #1 - This will turn into an item in the future!', though... maybe some people wouldn't like that.
- Adding in at least a small entrance screen for the area to the fourth dungeon to kill the last 'not in the game yet' message.