Thanks for all your suggestions guys! I'd like to inform you the game design of S&S2 is pretty much done, and I'm glad to tell you that LOT of stuff you mentioned will be in the game
That doesn't include multiplayer, which is impossible for us to make right now.
Here is a short list of the game features:
- World map of the Neverseen to explore. Main path + other side quests locations.
- Town to build and upgrade. Cool NPC to discover and interact with. (Blacksmith, alchemist, in keeper, other weirdos...)
- More dynamic combat system (real time dodge, block, counter, critical, etc.)
- More interesting enemies: attack patterns, abilities and Epic Boss Fight!
- Deeper Hero customization (Male/Female, More skins, skills, abilities, equipment, stats, etc.)
- Evolution in Training mini game with more features to unlock as you progress, more missions, medals, etc.
- 6 Different weapons class to upgrade/equip/loot individually.
- Unique Armor system to collect and upgrade.
- Awesome art and animations improvement
- Pets to catch and rich ally system, they will help you in fights.
- Secrets hidden in the dark...
- TONS of other stuff we want to add if we have time
(Grammar alert) 1. You should fight like in the training. 2. Your pets and you should evolve (someway) 3. Have differrent races/factions and they would have different stats. 4. Theyre should be new areas. 5. Theyre should be classes.Done.
I would like you to add more secrets! Also new house should be more epic! and the new story could be about sir scarecrow going mad and abducting your wife and than you need to fight his minions to stop him and get your wife back :P
Like one player suggested, losing your character from the first game might be discouraging to some but I don't think it's a huge concern considering most of us are going to want the experience of the new game from scratch. But that being said, if there was a way to migrate save files from the previous game to unlock some sort of content for the new game that'd be pretty cool. But let's say, it's only players that reached level 95 or above or something like that. Also the addition of a pause button would be fantastic for sure.
Interesting incorporation of minigames into rpgs that doesn't hassle players!
My suggestions aren't really going to be about newer mechanics, but just some things to consider to modify/streamline for better gamer experience-specifically the minigame portion.
Takes too long for each minigame to get fun/exciting/challenging. Each time you mess up you have to start at the very beginning and work your way up into the 150x combo range for the games to start becoming interesting. Perhaps consider rather than linear difficulty progression of x+1, you can do x=(x+y) where y is every 25/50/100 combos achieved( or you can even tie the shop upgrades to the training difficulty!). This difficulty could either be perm or a toggled option for players who meet the requirements.
Rework the accuracy minigame because the way the targets fade out now makes the screen too cluttered when you reach combos of 100x.
The other aspects of the game such as the banking, upgrading, housing still have a ways to go, but the core of the interactive gamer experience is solid!
I think that something it needs is, albeit small, would make a big difference. (in my opinion) That thing is; add your character's stats (strength, crit, acc., etc.)
on the side so that you don't have to switch back and forth from training to stats, training and stats.
First: practice battles that have a decent payout. The only way to get significant amounts of money is to sink lots of time and energy into training so you can defeat the entire series of enemies in the next battle. Having extra practice battles that give a usable payout would be very helpful for buying non-essential upgrades (like the house). No problems with the game other than that.
Some other upgrades that could be made are more types of equipment (helmets, shoulders, etc...), some sort of pet+evolution system, and having the enemies as different regions instead of groups in arenas. Then when you beat a group, you take over the region and receive some sort of bonus.
Still very happy with the first game. Hidden children was a great touch that was lots of fun and the fact that many of the upgrades have a visual output as well as stats is great. Best of luck with making the second one!