I'm still not convenced this is a plausible game, your ideas seem too open ended but here is some feedback: I think that tapping on a location and to attack enemies might offer something fresh (more Diablo hack and slash, less KRPG) although in the past I've preferred a virtual d-pad. Offering a choice would be ideal. Provided the game can remain balanced I think unlimited leveling is fine. It would be nice if you could program weaker monsters to avoid your character or keep it such that monsters appeared relative to your characters level. One thing that's important is to focus on exploration, keep things as non-linear as possible. For example, including some high level dungeons that are easily accessible but difficult to master (pay off being rare gear or gold). It will help if people need to grind for level up to tackle more challenging enemies without defeating same old weaker ones. Hide high level equiptment in almost impossible to find places then tease the player to find it. Include elusive almost unbeatable monsters but embed a secret for their desctruction to keep people looking; don't be unfair about this. Avoid fetch quests but include multiple optional side quests provided they seem meaningful. Cleanse a cursed graveyard (or let zombies destroy a town), solve a NPC murder mystery, play the piano in each town for a secret weapon, seek long lost ghost lovers somewhere in the world, discover sunken treasure, prevent the king's assasination (or not), join one of multiple warring guilds (barring access to the others), avert environmental disaster (or let the land suffer). Although side quests might not effect core play if they can influence NPCs or game progress even in cosmetic ways that would be better. The more customizable the characters are the better... allow multiple classes and/or races. If equiptment can alter character appearance that's nice (although I imagine it's not worth it if you have render a lot more art). I think you're better off going to something turn based in future games. A lot of people seem to prefer that and it's lacking on App Store. Sure it's fun to fight the next evolution in blob monster but it gets old when all the enemies are just slightly different colors of the same creature. Boss battles are essential, include lots of boss battles. Multiple characters for the player's party is important too. It's fun to recruit new members and decide who to bench or level up. A New Game+ setting is important but only if it allows access to more areas, new monsters, or different play settings; also don't cop out with an open ending... there should be closure. Multiple endings are awesome. Avoid elemental monsters or gathering crystals/triangles or saving princesses... the time for cliches is over. Consider a modern environment... research SNES Earthbound for an example. Secret cow level/area (gonzo hidden areas generate buzz).
Those are a lot of great suggestions. We're pretty far along in development so many of these regard design decisions we've already made. I know it seems like the ideas are really open-ended, but that's mostly because I'm being purposefully vague. Sometime in the next two weeks I'm going to really start going into the design decisions on the blog, but for now let me speak to some of the points you brought up.
.... Ok.. I think 3d graphics will be good.. What engine you using? Unreal would be the best! Many weapons... Pets lol
I actually built the engine myself. Unfortunately 3D was a little outside of the scope (and a lot of outside the budget) for this project, but if it turns out well I do want to start working in the extra dimension for the next project. And there are pets.
It's going great. We're finalizing the battle screen interface right now and will be posting screens once everything looks right.
Well, not to go too much into the woes of development, we met a series of setbacks (laptop theft, hard drive crashes) and lost a bunch of work. Three of us are also college students and that made recovery especially difficult. Winter break is right around the corner and we hope to make some progress. The game isn't dead, but more a testament to the challenges of making a game.