The Ground Gives way has been out a little bit over a month now. It seems to be quite a lot of people enjoying the game and that makes me really happy! There are still a few issues of course so I thought I’d let you in on what I am planning to do next.
The plan is to do one or a couple (depending on the amount of work) of releases that fixes some issues that have mainly come from player feedback. The following issues are not in priority order:
The Target System
The target system works quite well in general but have quite a few flaws currently. The most notable is that the target sometimes is lost when a monster moves or that it is hard to navigate among many monsters. I plan to fix this and make it better.
The item panel that shows how equipping an item affects your attributes also works well in general but also have a few flaws: it doesn’t take open/closed melee into account, it has a problem when comparing and upgrading rings, it also have a problem to show your attributes correctly if maxmp is below zero. I plan to rework this system a bit to make it more accurate.
As most players have discovered, it is possible to come into more or less hopeless situations, such as having to get across a lot of water or lava tiles without dying. I have explained in the FAQ and the manual that this is intended by design. This is something that I personally find acceptable due to the short length of the game (and have heard of interesting and creative ways of getting across, such as using a wand of striking!).
However, it seems that this “feature” is generally disliked among players so I think it is worth to make an attempt at eliminating or reducing those situations from the game without necessarily making it easier.
There are also some issues with the movement system. First of all, there is a conflict between waiting and running in corridors. Running works only when a monster is not visible, and when monsters are visible you will instead wait (if standing on floor). A workaround that currently works is to walk into a wall for waiting. But I might reconsider other options. There have also been a wish for more fast movements in open spaces and not just in corridors. This is also something I will consider including although I am not sure of the mechanics yet.
What else would you like to see?
My main goal with TGGW is of course to make a game that players enjoy as much as possible. So I really welcome any suggestions and ideas for the game. What would you like to see in TGGW? Is there anything you find annoying with it? Please let me know in the comments or by mail!