Thoughts, Suggestions, and Hopes from completionists.

Talk about anything Legend of Grimrock 1 related here.
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Okari
Posts: 15
Joined: Tue Apr 10, 2012 10:26 pm

Thoughts, Suggestions, and Hopes from completionists.

Post by Okari »

Figured I'd open up a thread for those who have completed the game and want to toss out there ideas and thoughts. I'd still suggest anything that specificaly spoils* something in game to have a spoiler tag.

Thoughts: amazing job devs! was very happy with the game, took me about 25 hours gameplay to beat it hard, no map. I like what I think was a variety of AI for the mobs, there were some that would always walk into an adjacent square, and then turn to hit me, and others who would rotate facing, and then move into the adjacent square. It was nice to see!

Looking forward to the "create your own" part, I'm toying with the idea of making a 2-player dungeon...the idea being there are 2 dungeons being played by two people at the same time with which parts of each require hints or clues from the other. Hence two people can play in Skype or something, playing at the same time with the mutual goal of get everyone out alive.

Suggestions: there is a graphical bug you may want to investigate, it's nothing big; when there is a double hook(which may or may not have a chain between the two) on a wall in the second encountered dungeon environment the right hook's mounting plate seems to be clipping through a wall brick.

This ones linked to the very end of the game, so don't read it if you haven't beaten!
SpoilerShow
When you release the "create your own dungeon" part, possibly consider adding in the ability to turn off mob AI and give them specific pathing instructions. I say this because the end boss guy with his instant death effect would be amazing for tunnels/hallways where you want the players to dodge and perform timed maneuvers... or just chase them down a long hallway indiana style.
Hopes:

A couple more mob variaties, or even just a few different skins for the ones in there that we could tweek the abilites of for the "create your own" part.
such as
SpoilerShow
Ice lizards with a red skin for fire lizards, or green for poison lizards(which you could give the poisonbolt ability at range), that sort of thing
Again, Awesome amazing job Dev's! I look forward to seeing your creation develop. :D
Red Wyrm
Posts: 11
Joined: Sun Apr 15, 2012 10:46 pm

Re: Thoughts, Suggestions, and Hopes from completionists.

Post by Red Wyrm »

I agree. The more modders/map makers can do, the longer the life of the game will be extended. And that will equal more sales and more content. Everybody wins!
dbgager
Posts: 255
Joined: Tue Apr 10, 2012 6:51 pm

Re: Thoughts, Suggestions, and Hopes from completionists.

Post by dbgager »

I imagine completionists are going to have a hard time..There are so any secets and hidden areas., and items. that 100% completion is going to be a pretty good accomplishment.
Okari
Posts: 15
Joined: Tue Apr 10, 2012 10:26 pm

Re: Thoughts, Suggestions, and Hopes from completionists.

Post by Okari »

dbgager wrote:I imagine completionists are going to have a hard time..There are so any secets and hidden areas., and items. that 100% completion is going to be a pretty good accomplishment.
Well, by completionists I just meant those who had finished the game. I didn't find anywhere near all the secrets and only 4 of the treasures. I wanted something short and concise with the thread title... "thoughts, suggestions, and hopes from people who have beaten the game" felt a little long...
davos555
Posts: 1
Joined: Mon Apr 16, 2012 1:00 pm

Re: Thoughts, Suggestions, and Hopes from completionists.

Post by davos555 »

I've got several ideas that would make this great game even greater!

1) An all attack button, like in eye of the beholder games

2) Random dungeon generator - could be good, but may involve a bit of work. Wouldn't be able to do imaginative complex puzzles though!

3) More character races / classes, to add variety.

4) Randomized items in main game, except quest required items. To add some flexibility to party equipment / party setups (struggling to equip just 1 mage right now)

Obviosuly, the devs probably made some choices in regards to the things above, in order to keep with the retro feel. Perhaps such things could be modded in!
Longbow
Posts: 3
Joined: Mon Apr 16, 2012 3:41 pm
Location: Germany

Re: Thoughts, Suggestions, and Hopes from completionists.

Post by Longbow »

My suggestions so far are:

1) xp for finding secrets
2) race specific armors, weapons and maybe magic
3) additional skills like alchemy, shield, pole weapons, heal magic
4) possibility to restart the game in a higher difficulty level with an experienced team
The_ShadoW
Posts: 23
Joined: Mon Apr 16, 2012 3:03 pm

Re: Thoughts, Suggestions, and Hopes from completionists.

Post by The_ShadoW »

davos555 wrote:2) Random dungeon generator - could be good, but may involve a bit of work. Wouldn't be able to do imaginative complex puzzles though!
Won't be able to do ANY puzzles, you know. Except maybe repeating simple template puzzle rooms, which will become excruciatingly boring very fast.

It's simple: randomized dungeon can be a viable idea if the game itself is combat-oriented. LoG is not.
Red Wyrm
Posts: 11
Joined: Sun Apr 15, 2012 10:46 pm

Re: Thoughts, Suggestions, and Hopes from completionists.

Post by Red Wyrm »

I was really hoping for a randomly generated experience, but the level of thought that went into many of the puzzles in this game would simply be impossible with a random generator. That's why the level designer is so important to this games longevity. Even if nobody makes something to rival the quality of the original product, a thousand or two minds working on dungeons and releasing them will certainly make for a random feel. Can't wait for that to release...
jansaresinas
Posts: 38
Joined: Sun Apr 15, 2012 12:18 pm

Re: Thoughts, Suggestions, and Hopes from completionists.

Post by jansaresinas »

things i miss from some older games:

- illusionary walls (that look like normal only you can go through them)
- more of the same weapons but existing weapons can get used (blunt, broken, extinguished like torches...)
- places/labyrinths where automap is disabled/not available
- 5 skillpoints per lvl with 4 max to put into specific skill every lvl up
- some mage robes (only one hat in the whole game as mage specific clothing?)

otherwise i wouldnt change much
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