My Suggestions for Legend of Grimrock 2
Posted: Sat Jul 21, 2012 12:27 pm
I posted this suggestion thread on the game's Steam Forum, but i thought it'll be appropriate to post on here too.
http://forums.steampowered.com/forums/s ... ?t=2826634
Hi all,
I really love this game and in my review, i thought that the game was brilliant with only a couple of flaws.
I really hope that Grimrock 1 will sell well enough for the developers to warrant making a sequel.
If there is a sequel, here are my suggestions and features which I hope can be looked at by the developers.
I apologize in advance as this will be a lengthy read.
Before reading tho, PLEASE bring back the guy who did the main music theme.
It has a very very nice epic RPG feel and i am humming the tune all day at work
Would love to see more of his work, and maybe a sad emotional version of the main theme?
1) Expand on the Game's Universe, let us explore the outside environment instead of just sticking to another dungeon.
=====================================================================================================
What is the name of this world? Who are the important people? What are the names of the towns and villages? Can we have more backstory
to the background of the different races in the games? Now that Grimrock is destroyed, give us an opportunity to explore the outside world,
let us visit towns and villages, make this a living breathing world populated with NPCs who can give you quests, trade with you, and even hire
them as mercenaries. Make it feel more like a RPG.
2) Magic System Overhaul
========================
Yes, i personally disliked the current magic system implemented as i felt it was overly complicated. For this, may i suggest a simpler method of just right-clicking
on the mage's hand, select the spell you want, and just left-click to cast it. If the same spell needs to recast, you just need to left click on his hand.
3) Make the UI layout customizable.
===================================
Although I didn't mind the default main layout, I think it would be nice if players can drag the character portraits around
so i can for example lay them all at a straight line at the bottom screen instead of having all 4 cluster at the bottom right.
4) Implement Hotkeys for attacking / spell casting
===========================================
Instead of having players right click all the time, why not have a hotkey available? In addition, you can also
implement a hotkey such as "ALL ATTACK" where everyone attacks/cast spells at the same time.
5) Why no "Healing Class" in the game?
======================================
Was quite surprised to not find any cleric/priest class in the character selection.
IMO i think it would be nice to have a dedicated healer with their own unique spells to help the party.
6) The Rogues don't feel like Rogues.
====================================
IMO, Rogues should be masters of lockpicking. Rogues in the current game feel more like "ranged melees" rather then doing signature rogue stuffs.
Why not have special doors that can only be lockpicked by a rogue? Or having doors that instead of having keys, a skilled rogue can just lockpick it
via a minigame. Why not also let the rogue have abilities such as setting traps or pickpocketing?
7) Make the player characters interact with each other.
================================================== =====
Instead of just having 4 silent faces as your party, make the characters engage in small talk (ala Wizardry 8) let us
give voices to our created characters, give them a personality. Make them squeal in combat, let the mages give insightful clues.
8) Let us be able to write notes on the auto map.
================================================
Ultima Underworld's Automap did this very well, where the game would automap for you, and you can literally write anything at anywhere you want on the map, instead of the Grimlock's current system of writing only at the icon you set. Also, i think it would be cool to just bring up a "Note Screen" while exploring to immediately write a note, instead of having to firstly go to the automap, click and then enter notes.
9) Implement the ability to split the party.
============================================
Just thought that this might be quite interesting to be able to split up the party, and can maybe present more puzzle challenges.
Eg: you can set the member who will stay behind while the rest of the team moves forward. You can of course switch back to that member at any time to do other things.
10) A Co-op mode?
=================
This may be very difficult to implement, but i thought it would be cool to have a co-op mode with a friend
to explore and solve puzzle together. Puzzles can also take on a whole new co-op level challenge
11) The ability to re-stat our ability points.
=============================================
Just putting this out as an option for people who wish to re-stat.
12) More exciting loot please and also... Weapon Crafting?
================================================== ========
The current loot selection in Grimrock 1 is sparse. Not exciting at all. Is it possible to increase the types of loot we obtain? Or even better do crafting and weapon customizations?
13) Provide an option for both Turn-Based Combat AND Real-Time Combat
================================================== ===================
I think it would be cool if Grimrock 2 could borrow the idea from Might and Magic 7 which was a mix of real time and turn based combat. Basically, the game is
played in real time, but when enemies are encountered, the player can effectively just press a button and the game will shift to turn based combat instantly.
14) Old-School Hardcore mode is not Hardcore enough
================================================== =
For real hardcore connoiseurs only. Having a TRUE hardcore mode that consists of:
a) Automapping is not available
b) Poisons and Diseases that needs to be treated instead of just resting. Make them cause high damage ticks and very dangerous if not healed soon.
c) Implement limbs fracture whereby if a character suffers too much damage, they will actually continuously lose hp due to a fractured limb. Pitfalls are actually dangerous now.
d) Having spells fizzle and explode on the party if spell level is not high enough.
e) Unable to rest unless hunger level is satisfied.
f) Actually needed to cook food to improve the amount of HP healed.
g) Implement blindness where if not treated, the whole screen will go black
h) Have enemy mages cast immobilizing spells such as Stone, Paralyze or Insanity where the affected party member can randomly attack their own party members.
15) Why limit swords and other weapons to Fighters only?
================================================== =======
Why not have all weapons available to all classes so players can customize exactly how they want their own character to feel like.
Example: If the player wants to have a Heavy Armor totally OP Mage that wields Maces and cast fireballs, go ahead and give that choice. (Of course the player must be prepared to spend ALOT more ability points for this) Don't restrict weapons to only specific classes. If there must be restrictions, then make it unique. (Eg: Only rogues can use lockpicks and traps, only mages can cast mage spells etc.)
16) Why let the Compass take up a slot?
=======================================
Why not have a special Compass UI appear at the top of the screen if the player finds a compass?
The player would then have an additional slot free to put other things.
17) Make more items stackable. (Eg: Torches)
============================================
18) Have a 3D feel to the dungeons
==================================
Let us climb ladders, staircases within a dungeon level to simulate a sense of height, so that the dungeon don't feel like generic 2D plains.
19) Allow ranged characters to QUEUE up their throwing weapons / ammunition
================================================== =========================
Eg: Instead of manually putting throwing knives into the hand slot when shurikens are used up, have them all line up in a special queue slot so that once the first ammunition is used up, the next ammunition in queue will automatically appear on the player's hand without manually selecting it.
20) Make a Collector's Edition of Grimrock 2
============================================
LOL! Oh i'd probably be the first to buy if there is such a collector's edition.
These are just some of my suggestions if there will ever be a Grimrock 2.
Hopefully the developer can look into it when planning for a sequel. Thanks for listening.
What are your suggestions? What do you want to see in Grimrock 2?
http://forums.steampowered.com/forums/s ... ?t=2826634
Hi all,
I really love this game and in my review, i thought that the game was brilliant with only a couple of flaws.
I really hope that Grimrock 1 will sell well enough for the developers to warrant making a sequel.
If there is a sequel, here are my suggestions and features which I hope can be looked at by the developers.
I apologize in advance as this will be a lengthy read.
Before reading tho, PLEASE bring back the guy who did the main music theme.
It has a very very nice epic RPG feel and i am humming the tune all day at work
Would love to see more of his work, and maybe a sad emotional version of the main theme?
1) Expand on the Game's Universe, let us explore the outside environment instead of just sticking to another dungeon.
=====================================================================================================
What is the name of this world? Who are the important people? What are the names of the towns and villages? Can we have more backstory
to the background of the different races in the games? Now that Grimrock is destroyed, give us an opportunity to explore the outside world,
let us visit towns and villages, make this a living breathing world populated with NPCs who can give you quests, trade with you, and even hire
them as mercenaries. Make it feel more like a RPG.
2) Magic System Overhaul
========================
Yes, i personally disliked the current magic system implemented as i felt it was overly complicated. For this, may i suggest a simpler method of just right-clicking
on the mage's hand, select the spell you want, and just left-click to cast it. If the same spell needs to recast, you just need to left click on his hand.
3) Make the UI layout customizable.
===================================
Although I didn't mind the default main layout, I think it would be nice if players can drag the character portraits around
so i can for example lay them all at a straight line at the bottom screen instead of having all 4 cluster at the bottom right.
4) Implement Hotkeys for attacking / spell casting
===========================================
Instead of having players right click all the time, why not have a hotkey available? In addition, you can also
implement a hotkey such as "ALL ATTACK" where everyone attacks/cast spells at the same time.
5) Why no "Healing Class" in the game?
======================================
Was quite surprised to not find any cleric/priest class in the character selection.
IMO i think it would be nice to have a dedicated healer with their own unique spells to help the party.
6) The Rogues don't feel like Rogues.
====================================
IMO, Rogues should be masters of lockpicking. Rogues in the current game feel more like "ranged melees" rather then doing signature rogue stuffs.
Why not have special doors that can only be lockpicked by a rogue? Or having doors that instead of having keys, a skilled rogue can just lockpick it
via a minigame. Why not also let the rogue have abilities such as setting traps or pickpocketing?
7) Make the player characters interact with each other.
================================================== =====
Instead of just having 4 silent faces as your party, make the characters engage in small talk (ala Wizardry 8) let us
give voices to our created characters, give them a personality. Make them squeal in combat, let the mages give insightful clues.
8) Let us be able to write notes on the auto map.
================================================
Ultima Underworld's Automap did this very well, where the game would automap for you, and you can literally write anything at anywhere you want on the map, instead of the Grimlock's current system of writing only at the icon you set. Also, i think it would be cool to just bring up a "Note Screen" while exploring to immediately write a note, instead of having to firstly go to the automap, click and then enter notes.
9) Implement the ability to split the party.
============================================
Just thought that this might be quite interesting to be able to split up the party, and can maybe present more puzzle challenges.
Eg: you can set the member who will stay behind while the rest of the team moves forward. You can of course switch back to that member at any time to do other things.
10) A Co-op mode?
=================
This may be very difficult to implement, but i thought it would be cool to have a co-op mode with a friend
to explore and solve puzzle together. Puzzles can also take on a whole new co-op level challenge
11) The ability to re-stat our ability points.
=============================================
Just putting this out as an option for people who wish to re-stat.
12) More exciting loot please and also... Weapon Crafting?
================================================== ========
The current loot selection in Grimrock 1 is sparse. Not exciting at all. Is it possible to increase the types of loot we obtain? Or even better do crafting and weapon customizations?
13) Provide an option for both Turn-Based Combat AND Real-Time Combat
================================================== ===================
I think it would be cool if Grimrock 2 could borrow the idea from Might and Magic 7 which was a mix of real time and turn based combat. Basically, the game is
played in real time, but when enemies are encountered, the player can effectively just press a button and the game will shift to turn based combat instantly.
14) Old-School Hardcore mode is not Hardcore enough
================================================== =
For real hardcore connoiseurs only. Having a TRUE hardcore mode that consists of:
a) Automapping is not available
b) Poisons and Diseases that needs to be treated instead of just resting. Make them cause high damage ticks and very dangerous if not healed soon.
c) Implement limbs fracture whereby if a character suffers too much damage, they will actually continuously lose hp due to a fractured limb. Pitfalls are actually dangerous now.
d) Having spells fizzle and explode on the party if spell level is not high enough.
e) Unable to rest unless hunger level is satisfied.
f) Actually needed to cook food to improve the amount of HP healed.
g) Implement blindness where if not treated, the whole screen will go black
h) Have enemy mages cast immobilizing spells such as Stone, Paralyze or Insanity where the affected party member can randomly attack their own party members.
15) Why limit swords and other weapons to Fighters only?
================================================== =======
Why not have all weapons available to all classes so players can customize exactly how they want their own character to feel like.
Example: If the player wants to have a Heavy Armor totally OP Mage that wields Maces and cast fireballs, go ahead and give that choice. (Of course the player must be prepared to spend ALOT more ability points for this) Don't restrict weapons to only specific classes. If there must be restrictions, then make it unique. (Eg: Only rogues can use lockpicks and traps, only mages can cast mage spells etc.)
16) Why let the Compass take up a slot?
=======================================
Why not have a special Compass UI appear at the top of the screen if the player finds a compass?
The player would then have an additional slot free to put other things.
17) Make more items stackable. (Eg: Torches)
============================================
18) Have a 3D feel to the dungeons
==================================
Let us climb ladders, staircases within a dungeon level to simulate a sense of height, so that the dungeon don't feel like generic 2D plains.
19) Allow ranged characters to QUEUE up their throwing weapons / ammunition
================================================== =========================
Eg: Instead of manually putting throwing knives into the hand slot when shurikens are used up, have them all line up in a special queue slot so that once the first ammunition is used up, the next ammunition in queue will automatically appear on the player's hand without manually selecting it.
20) Make a Collector's Edition of Grimrock 2
============================================
LOL! Oh i'd probably be the first to buy if there is such a collector's edition.
These are just some of my suggestions if there will ever be a Grimrock 2.
Hopefully the developer can look into it when planning for a sequel. Thanks for listening.
What are your suggestions? What do you want to see in Grimrock 2?