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
Hey Soul, I love your game and seeing a dev coming down to our level and replying to our comments is awesome. I would like to give some suggestions to the game.
Disclaimer: I haven't read all the posts because there are a lot, so idk if this has been said.
In S&s you build your house and get a wink from the dame but I was expecting more than that. I think it would be cool if you could add a tiny cutscene of our Hero and his dame getting married and maybe getting a kid that would act as a support unit to you that you can't directly control but can "teach" skills/ability/talents to.
Also building the home, investing in the museum and a post that I read suggested a magic guild gave me the idea that just by progressing in the game you could help the community. For example for progressing in the game and spending money at the shop the city will start to unlock moar better things. While doing missions for a specific guild will help that guild up, gain more people and unlock better skills.
These are my two suggestion, feel free to do with them as you please or ignore because they would maybe take too much time. Looking forward to your next game, be it rogue soul 3 or swords and souls 2.
- Classes, possibly 3 basic and then additional unlockable
- More loot options/slots, i.e. rings, helmets, gloves, etc.
- Crafting
- Quests, i.e., NPC requests you kill a certain boss again or kill a certain number of a particular enemy
- PVP arena
This is my STORY for SaS2: (SORRY FOR MY BAD ENGLISH , I AM NOT FROM U.S.A.)
In SaS1 you have killed rogue. That means ROGUE is DeD.
Rogue's son or daughter want to get revenge on SaS1 character.
Son or daughter is starting the great crusade. That means you fighting not in arena.You fighting in forests , caves , mountains , deserts. That means ALL locations have it own monster , boss.
For the training system (if it is to be kept in S&S 2)
- the perfect star system should be changed so that instead of getting the same point for every star, the score accumulates. So if you get 5 stars in a row, the score is not 2, 2, 2, 2, and 2, but 1, 2, 3, 4, and 5 or sth like that. In this way, it gives more incentive for ppl to go for stars and thus may risk the combo streak. You can increase the number of combos to get the highest medal to compensate for the higher scores achievable through perfect star.
For fight system and exploration
- Through fighting you get money only which you can spend on upgrading the training ground, house, and buying your equipment
- Through exploration, you can go to other places such as forests, castle, beach, or other places. Each place has hidden equipment that is much better than the ones you can buy at the store. Obviously they should be really hard to obtain (but not too hard so that we feel it is an achievable challenge)
- And maybe adding some sort of grand prize (like rescuing a princess like in Mario series) at the castle can be another perk?
For the active skills system
- Give more options to us so that we have to tactfully decide which skills to put in the slot. Maybe 10 to 6 ratio would be great (10 skills, but you can only have 6 skills when you go into the arena). Adding one more defensive skill or reflection skill can be an option. Or adding an attack skill that deals a massive damage (even more than the critical hit damage) but in return you get some penalty, like you cannot attack for 2 turns (only able to use defensive skills or healing skills, or not even that) or sth like that.
Add more side missions
- This time, I had some fun taking care of "finding children" or "lighting the candle" and so on. I think these things should be included also, and in more numbers.
Hey on the start screen you show a sword in a type of stone. Yet this doesn't really pull into the story. Maybe that could be a sweet place to start for the story line. and then it be like you dropped this mad hint at the beginning of the first game... and people will be like... whoa. Do it - heads = Heads