@AlecWasTaken Well, that's an input Very nice analysis of the game core systems. Here we go:
Training:
- More objectives for missions => Yes
- Exp curve: I made the curve this way because each player have different level of personal skill. A too much rewarding curve would make the experience long and frustrating for lowest skilled, and too fast for best players.
- Leaderboard => Yes
Arena:
- Benchmark => Yes, it was the whole point of the arena and it's very smart of you to notice that too much money from Arena victory actually damages the concept of benchmark. Bravo.
- Titles and trophies => Yes
- Progression and story line through exploration => Yes.
- I'm a total noob at designing stories, but I might get help on that
Upgrades:
- more way to train through different mini-game/activities => yes. I'm actually thinking about making more training for each stats, and to make the player buy them and upgrade them step by step. Multiple stats training like running is a super idea as well.
- brilliant idea for different part of the house = different bonus.
- I'm aiming for more customization regarding house building, including making each part of the house evolve individually (as you suggested), and adding some furniture (here again, with specific boost on each)
Classes
Haha, don't worry. I've already mention that I didn't want a game where you're locked into a build. I'm aiming for a "full included" experience but with different strategy/playstyle to adopt. I feel like Classes and Equipment are gonna be the most tricky part, as it will defined how the player will progress and evolve. Making that strategic, fun, balanced, engaging, and open to customization will be the main challenge of the development for sure. Just an example: if player decides to go for a walking tank using axe and casting fireballs. What's the point of the accuracy training? ^^ One solution would be to make all stats useful to all characters, but in different ways. But you see why it's tricky right.
Equipment
Interesting point about streamline. There is a lot of fuss about loot system and craft, etc. And I want to add it myself, but not if that ruin the fluidity of the game, indeed. In any case I wish to add some kind of way to custom your build.
Secrets:
As the content would grow, the "collectible" secrets (like children) would grow as well. Same for the secrets and Easter eggs..
Museum
First, clovers were supposed to be traded at a special shop. But I fall in love with the silly randomness of the champ ^^ I think I'm gonna keep it this way. Same for the museum, as you suggested. Just will find way to improve it.
The points you made that aren't answered above, are for the most part, agreed.
Huge thanks for this amazing input.