User experience
- Add more in-game help
- Make Dweller translatable
Inventory
- Add an option to Use Many (for instance use 3 Mushrooms of healing in one go, without having to go in to the menu between each use)
Map
- Place stairs further apart
- Perhaps add several stairs up/down, possibly to different branches ("You see a staircase leading down to the sewers", "You see a staircase leading down to a dungeon")
- Sewers: Add junk that can be searched for items (can spawn monsters and/or cause disease)
- New map type: Catacombs. Undead monsters mostly. Coffins that can be opened for loot/monsters
- New map elements: Altar (sacrifice items to gain favors), Teleporter, Fountain (healing, antidote, mutation, poison)
- Minimap
- Evaluate Fog of War monster "ghosts" - remove monsters and keep only items?
Monsters
- Add some kind of danger assessment to monsters (Harmless, Weak, Even, Dangerous, Deadly etc)
- Named monsters (mini bosses)
- Immobile monsters: Statues, Deadly plants
- Show monster description at first encounter of a new monster
- More monsters!
- Monsters should avoid undiscovered traps (they already avoid discovered traps)
Items
- Other lightsources (fires, torches)
Spells
- Curse (decreases chance of attacking/casting spells or maybe preventing items from being removed)
- Acid (damages inventory and/or equipment)
Death/Win
- Improve "game over" screen
Gameplay
- Investigate if a Rest command should be added (regain HP with the risk of monsters ambushing)
- Possibly add difficulty levels (Easy, Normal, Hard). Maybe prevent use of stairs up on Hard or something? No starting inventory? Separate highscore tables (or a single one with a score bonus depending on difficulty).
I am very interested in hearing some player feedback and suggestions on how to make Dweller even better. Do you have an idea how to improve Dweller? Please let me know!
A few things from the top of my head
ReplyDelete-Passive Abilities on level up, knock back % for the warrior , ranger sometimes pins enemies to the ground, stuff like that
-Enemies that are to stupid/crazy to run away when there hp is in the red.
-Status ailments are aways a good addition, adding a bit more micro to the game
-add a camp to level 1, where you sleep.
Or even a small village with an inn
-Lamp that uses Oil, adding micro
o, Worgs have the mumie graphics.
Thanks a lot for the suggestions. I already have prepared the game for passive abilities, but never gotten around to actually implementing any (except for the farther field of view of the ranger). Fearless monsters is also a good one. I'll definitely add that.
ReplyDeleteI have been thinking of how far to take the forest level. Adding the classic 'village at the entrance to the dungeon' is tempting, but I'm not sure if I should focus on that right now. I'll give it some more thought though.
Thanks for all your suggestions!