Here I'll present my ideas first with the reason for their conception and then the ideas themselves.
Reason: I was playing the demo and soon found I just wasn't buying things, and accumulated a few thousand gold. The easy fix is lottery for good weapons, but really that's just boring. Besides, it is very finite.
Solution: Arcade
- A series of pre-designed (not-random) levels which constitutes an in-game arcade.
- For example, take all the levels of Super Mario Bros. and remake them in Chasm. Have blocks that when hit drop stone dagger / iron sword; bandana / leather helm; leather vest / platemale.
- When you start playing you have an empty character every time, continuing costs gold from the actual game. Booting up a game costs gold from the actual game.
Solution: Taunt
- Book of Insults or something like that. An ability that uses 2 mana points.
- Within some radius (64 px maybe), enemies will take 2 damage and receive +2 strength. Takes care of bats easily, worms, but you have to use carefully.
Solution: Duel Wielding
Does one of two things:
- Increases damage to the sum, you can use both for either animation or hitbox, but the same damage is dealt.
- Both attacks will be dealt much quicker than usual (1 tick, frame, or whatever. Maximum speed), if [S] is pressed then the attacks will be in sequence, if [D] is pressed then the attacks will be in the current direction and the opposite one. This will pause horizontal movement.
Solution: Mountainside Tileset
- A tileset consisting of the mountainside. Snow, scaffolding, pits and cliffs. You get the idea.
- Variance: Springs, botony, mysterious carvings.
- Snow covered chests and chests hidden in snow drifts.
- New variance of enemies (doesn't have to be, but gives ample room for)
Solution: Pits / Caverns
- We've probably all seen those rooms with the pitfalls. Kind of bottomless. But have we seen rooms with open ceilings?
- Rooms without ceilings, and sheer walls- these would be the pit bottoms.
- Rooms with lots of space, such that you can't access it all. Like the 2x2 rooms, but less stuff in the middle. Maybe 3x2 or 3x3. These would be the caverns.