Hey,
I made a quick review of the engine as it is right now and have some(more) thoughts and suggestions:
1. Experience system and skills changes.
It may be just me, but it feels like you gain levels way too fast and you get skills way too often. That's not a huge problem, but is a problem nevertheless.
What is a real problem is the fact we don't have enough good(useful) skills- assuming you get to level 8 you would have taken 4 out of the 6 skills and considering two of those are very situational and may be entirely unusable in a game, depending on the design, it means you've actually taken all the useful skills at that point. It's not a question of if, but a when.
To address the overly aggressive level gain, I suggest to have a checkbox to disable experience(and leveling) altogether, like we have for the skills, under the Development menu. This way people can design around item progression instead of level progression, if they want. Keep in mind you don't actually need experience system for narrative games, so having an option to disable experience(and leveling) makes sense from that POV.
As for the skills system, I'd give skills only on levels 3, 7 and 10(instead of 2, 4, 6, 8, 10) and add at least 4 more perks to chose from, thus creating a real perk pool.
Here are some skill sugestions:
Cautious: Pass through traps without taking damage. (boots in skill form)
Booksmart: XP scrolls give you 4x experience.
Blackmith: Your equipped weapons have +1 durability.
Stealthy: Each time you enter a room you're invisible to enemies for 5 seconds.
Blessed: You get +1 max HP immediately(+1 heart)
Note that adding enough extra skills should fix the skills allocation problem even if you keep the current skill reward interval(every other level) intact as long as you have an option to leave some skills unallocated(out of the pool).
2. Create Title screen and Game intro as optional elements under the Information tab.
I mentioned that some time ago, under the "wall of text" suggestion. This is an amended proposition, including some new elements(title screen) and more details on how I see it working(under Information tab etc.)
+Title screen(optional field)- upload image to show game cover before you start the game. Clicking the action button on the title screen starts the Game intro(if any) or goes straight to game if no intro present.
+Game intro(optional field)- a full screen text box, that works like normal text box(font size, line control font control etc). When text has finished showing, clicking the action button starts the game.
I believe those two will create a feeling of playing a real retro game.
3. Rebalancing items.
Right now the armor is basically a god mode cheat. I propose you make it behave more like a weapon(give it a durability of 5 hits). Create another peace of lesser armor with lower defence and durability of 3. Since we don't have control over individual item stats,doing so makes a lot of sense for item diversity.
4. Adding more tiles
So far every time I tried to make a tile set I came one or two tiles short of my idea. What I propose is either adding at least one more tile per type(walkable/solid) or putting a switch on animated tiles, so they can be used as static ones. Yes, I know I can just make the two animation frames the same, but it feels wrong to do it this way.
I would also propose adding one tile with a higher z index, alowing the character to pass under it or to have a chest or item under it. It's great or hidden passages or hidden loot- you just leave a few spots transperant to show the path or item under it and voila.
5. Character import and export
Ok, this idea is really undercooked, but it should be possible to export character stats and inventory and import them in another adventure. Just something to think on.
Wish you all the best,|
V.