Please keep in mind that this is a work-in-progress.
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- More dynamic towns (patrolling villagers, talking, more enterable buildings, etc.)
Just out of personal preference, I decided not to include moving villagers. Instead I chose to make them stand around in little groups like they're chatting or something. As for talking, I actually had every person talk in a pre-release alpha. However, there was a problem with transmissions and I decided to drop it altogether. There ARE more enterable buildings in the next update.
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- Increasingly dangerous monster types (you had only had 3 sets, and some tanks toward the end, but when I was done I had upgraded to the point I could kill them all without trouble).
With only 3 different levels of caves, I don't see a reason to make more monster types. You don't HAVE to upgrade to max (a waste of time and money, if you ask me), but I left that option open to those who wanted to. If you think it's too easy, don't upgrade to max

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- Changing music/ambience per area.
I'd have to stop the music from each area whenever you enter a new one or else they'd get messed up. I'd have to chop the songs into pieces, and that's not practical. Wav names take strings...
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- Light-eating monster/bosses.
During the early phases, I had something like that. I was going to use dark templar monsters which would make your lights unburrow and attack (thereby making the light disappear). They were supposed to be monsters in level 4 caves, but when I threw out the 4th levels, the monsters were scrapped as well.
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- Quests for light. In other words, not having to place mines friggen everywhere.
This is actually a great idea. I'll write it down somewhere and try to incorporate it somehow.
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- More diverse terrain. The towns were awesome, though static, but the caves were beyond repetative. I got tired of them after the first ling/brood area at the start.
Hehe, have you ever been in a cave/cavern? It's pretty dull! Except for the pools and the stalactites/stalagmites, there's not much to see. Besides, you aren't supposed to put lights everywhere. Part of what makes caves pretty (in real life and in the map) is the contrast between light and dark.
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- Secrets or shortcuts. You have to put something in those caves to make them worth exploring, considering all the time I spent doing it.
I totally agree. I'm not sure about putting in 'shortcuts,' but secret stashes, healing pools, etc., are on the current 'to-do list'
Just remember that not everyone likes this kind of game. It's just not what most people look for in an RPG. Most people like their RPGs to have spells, level ups, a linear quest system, different hero classes, etc., but I tried to defy conventions and come up with something different. Personally, I prefer to call it an adventure game, rather than an RPG, because that's closer to what it really is.