-[Major] As mentioned before in this thread, more dungeon details is needed, different kinds of torches, bones lying around, scratches/writings on the walls, something to distinguish one hallway from another. Demise: rise of ku’tan did it perfectly in 1999 – you could immediately recognize the place just by looking on a single screenshot. And it was a huge dungeon. I know that money is the issue, but you can start by yourself by playing with colours of wall/floor texture, making some cracks, reusing some art you already have or just drawing muti coloured blood/shit stains on relevant places.
SirBlabs,
I think whole covr feedback is very accurate. You cannot make a game you want because the scope is just too big for one person.
Can you really make unique mechanics for 12 profession and 9 races? They will be just different +-5% to some stats.
Decoration over rare monsters;
I would say it's more important to have environment decoration graphics (torches on wall, brazers, chains, corpses, plants, mushrooms, fountains, tombs, engravings in stone) for your games, that late or even mid-game monsters, that no one will play long enough to encounter. Each time player interact with decorations there could be chance to find some items.
You have a system of resistances;
could you provide a roster of enemies with resistances, weakness and elemental attacks so my PC can utilise the different resistances?
Very first, enemies should use them. F.ex. rats should have poison attack. MudCreeper should be resistant to mundane weapons, and then you need to use elements.
Itemisation;
player need access to lots of item, be able guilt free to use consumables or change one equipment for another, to take resistance items as per encountered enemies.
This need merchants, crafting (put sword and herbs in pot- to cook Poison Blade), looting corpses, random treasures on the map.
Fire arrows should be common. Snow balls for slings. Ice sword, that just break after dozens of strikes.
Tactical Combat;
FIRST the camping that recover party back to full need to be nerfed. Otherwise, it is mindless grind. Combat, rest, save, combat, rest, save ....
Camping to recover only Stamina is fine. Usage of mana and health damage would then need to be reduced.
Instead of picking which rear group of enemies to strike. You select one of 4 monsters in the front row. Unless you hide in shadow etc.
Ability to examine monsters.
Change party order. If health lost is more permanent, you will change position of front fighter with 2nd line cleric.
Some big monster could push your warrior to 2nd or 3rd row - that would spice things up.
I think it's brilliant to have attack / power attack (berserk) / defend options. This make some decision to make with even boring warriors.
Each profession should have some special Action (like Pray priest to gain mana, as i say before), this would make each class unique.
Aggro? Will force monster to attack your tank.
Skills;
There should be as little dead ends in character development as possible.
Some skills should be party based. f.ex. mapping skill is a sum of this skill of all party members. and this total sum (not single highest score) gives you detail level of your mini map.
f.ex. scouting each character make attempt. so its worth to put points for each PC.
f.ex. alchemy (sorry cant remember the lingo), during camping each PC can make 1 potions/crafting. This way if you have character with 1 Alchemy, you can use them to water in the bottles that will recover 5 Stamina in combat (always something).
EDIT:
scratches/writings on the walls
It would be interesting if all spells and crafting recipes were written on the walls (and book/scroll items find in game). So there would be no more free spells to learn each level up.
Party examine some runes on the wall. Game check for each party member skill to learn magic. "Ninja learn spell Shadow Shurikens".
This would randomise available tools for a party each time, increasing replayability. Because you couldn't always follow the same meta, by picking the best spells. Player would have to use what the game gave him.
This would be also interesting nerf to magic profession. Because you would consider taking less spellcaster to party, to have higher chance to gain spells for the dude you focus your gameplay on.
Charisma;
(You don't pick attributes on level ups but); High charisma PC might receive extra items/spell/ receipt from NPC during interaction.
"T'rang enjoy Arabella joke and tell her to cast Magic Missiles".