I'll give my answer to my own question.
Marketing/business considerations:
* Written on one of the big engines, e.g. Unity, Unreal, for easy cross-platform support of current and future platforms.
* Mobile and console friendly.
* The title of the game is simple and interesting. ("
DROD"
... what? "
DROD RPG"
... double-what-what? And this is SO my fault.)
* The screenshots make you go "
what is that? it looks different and cool!"
* Abandon the "
pack everything into one game"
mentality. Shorter play length, more DLC, sequels. I say this for practical reasons--easier to ship a smaller game.
General:
* Keep the stepping mechanic. It's a solid gameplay element, Caravel does it well, and it defines a nice common feel.
* Keep the story, but jeez, don't let it get so complicated, e.g. TSS. New players won't get it or will feel annoyed that they don't care about events and characters unfamiliar to them.
* Don't bring in DROD elements, (e.g. pressure plates, evil eyes, whatever) just to tie back to DROD games. Assume the player doesn't care about DROD and has never played it.
* Animation should be designed from the beginning to look fantastic with the stepping mechanic. More use of motion trails, settling animation.
* Tutorials should all be play as you go. It might be considered a small failure to have a "
tutorial"
level in the first place.
* Getting more information by right-clicking on things or going to different view modes (e.g. hide tar) should be avoided. The idea that the player will want to learn details about game elements and eventually memorize them should be an anti-pattern.
* 50/50 casting on male/female roles. Include people of color, e.g. black, latino. Playable female characters.
Okay, I could go on forever. Will stop now!
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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