I realize that today is probably the worst day to submit new ideas since a new engine is about to come out, but the recent "
Architecture by Hoof"
contest gave me some interesting ideas for things I'd like to see implemented someday, given that they're novel and non-trivial to do by hand.
1) Obstruction-switching tiles. If you step on one of these, it turns one kind of impassible barrier passable, and vice versa. The simplest option would be to replace all dirt tiles with water tiles and all water tiles with dirt, whenever you step on the token. This would add an incredible array of options for both maze puzzling and combat. A more complex approach might rotate between dirt, water, and a special kind of wall (like a dirt mound) that you can walk on (similar to wall-walking in RPG; you have to hit a tile on one to go upwards, then you can walk along the top or fall off to the lower level).
2) Timed, deadly tiles. Think of this like a trap door that "
goes off"
by itself a set number of turns (I'm thinking two is good) once you step on it. A flame jet might suffice (and would kill non-elemental enemies, destroy ashes, light fuses, etc.). Once on, it either stays on until you switch it off with an orb, or perhaps it stays on for X turns and then switches off automatically. This could make for some challenging fights if these things form a fairly narrow bridge, or just add another level of thinking to the traditional trap door puzzles.
3) As above, only "
sturdy"
trap doors. These must be stepped on two or three times before they fall. These are also different from 2 in that they affect red doors.
4) Track tiles that can be rotated and moved, and maybe even copied. Something rolls down them. Enemy? Obstacle? Maybe they fill with water when adjacent to a water source?
5) I know you don't ever want to do light reflection, but it would be pretty cool to have a puzzle that involves you, mirrors, and a guard.
But you're right that it's been done before quite a lot. It might need something "
new"
to it, like, a prism that separates the light into red, green, and blue, filters that destroy all but one color, and a prism that combines all three.
____________________________
Trickster
Official Hold ProgressClick here to view the secret text
×Beethro and the Secret Society: Postmastered
Beethro's Teacher: In Progress
Complex Complex: In Progress
Devilishly Dangerous Dungeons of Doom: In Progress
Finding the First Truth: Postmastered
Gunthro and the Epic Blunder: In Progress
Halph Has a Bad Day: Mastered (no door)
Journey to Rooted Hold: Postmastered
King Dugan's Dungeon 2.0: Postmastered
Master Locks: Mastered (no door)
Master Locks Expert: Mastered (no door)
Perfect: In Progress (Perfect 8)
Smitemastery 101: Postmastered
Suit Pursuit: In Progress
Tendry's Tale: Mastered (RPG)
The Choice: Postmastered
The City Beneath: Postmastered
Favorite Unofficial Holds (I need to play more!)
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×A Quiet Place: Mastered (no door)
Advanced Concepts: In Progress
Archipelago: In Progress (Island 12)
Break Out Of Jail: Conquered (86%)
Dr. E. Will's Mega Complex: In Progress
Hold Anonymous: In Progress
Paycheck: Conquered (75%)
The Test of Mind: Mastered (RPG)
Unfriendly Islands: In Progress
Val Unrich: In Progress
war10: Mastered (no door)
war15: Mastered (no door)
war: the truth within: Mastered (no door)
Washed Ashore: Mastered (RPG)
My HoldsClick here to view the secret text
×The Plague Within (RPG) (alpha)
Tinytall Tower (Smitemaster) (beta)
Do Not Disturb Compilation (level contributions) (in review)
Riddle of the Bar (compilation)